Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
Full mod

Post: #201 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
The bit before "viewtopic.php" becomes "https://helmet.kafuka.org/byuubackup2/" (or byuubackup, if it's the older archive), the "?" becomes "@", and add ".html" on the end.

The ending of the words is ALMSIVI.
Full mod

Post: #202 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Ah, linking directly to a specific post. Yeah, for a link like that, phpBB looks up what topic it's a part of, then redirects you to a URL like "viewtopic.php?f=1&t=2#p22911". If you changed that to "viewtopic.php@f=1&t=2.html#p22911" then it should work, but now that there's no database mapping post IDs to topics, you're out of luck. Kawa even seems to have removed the postID link on each page, so there's no remaining record of which post was which.

The one upside is that Kawa allows Google to index the board archives, so you may be able to find the thing you're looking for with a Google search that includes "site:helmet.kafuka.org/byuubackup2".

The ending of the words is ALMSIVI.
Posted on 19-04-06, 02:55 in Neo Geo Pocket on macOS [higan]
Full mod

Post: #203 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Somebody left a comment on v106r129 saying that the Neo Geo Pocket emulation fails to build on macOS for some weird C++ reason. Does it look familiar to anyone?

The ending of the words is ALMSIVI.
Posted on 19-04-06, 04:22 in Mozilla, *sigh*
Full mod

Post: #204 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Today I learned about hyperlink auditing.

If you're making a website and you want to record what links people click from your site to external sites, you can't just say:
<a href="http://example.com/">some cool resource</a>
...because you won't receive any notification that the link was clicked. The traditional solution is to rewrite links to go via a redirector that records the event:
<a href="/link-clicked.php?redirect=http://example.com/">some cool resource</a>
...but that obscures the target URL in the status bar, and make the page take longer to load (because the browser has to talk to the redirector, *then* get redirected to the target URL). More annoyingly, when other people link to your site via a redirector, the Referer header only lists the redirector, not the original page, so you can't learn anything about why people come to your site or what they're looking for.

Enter hyperlink auditing. The idea is that you stick the ping attribute on a link, like this:
<a href="http://example.com/" ping="/link-clicked.php">some cool resource</a>
When the user clicks the link the browser requests the href URL as normal, but simultaneously POSTs to the ping URL which can record the click, etc.

Everybody wins - websites can track external links more easily and they don't lose referrer information, regular users have pages load more quickly because they don't have to wait for a redirector, and privacy-conscious users can turn hyperlink auditing off once for every site, instead of using custom per-site rules to remove redirectors.

Or at least, they could. Apparently, Safari and Chrome have both removed the ability to turn off link auditing, which I find mystifying since it seems to me like the whole point of adding this to HTML was to lure websites into doing link auditing client-side where it can be controlled. Firefox, on the other hand, has supported link auditing since 2006, and had it disabled by default since 2008.

The ending of the words is ALMSIVI.
Posted on 19-04-07, 13:18 in Games You Played Today REVENGEANCE
Full mod

Post: #205 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
I am still playing Hob. It turns out if I constrain it to one core my PC doesn't get hot enough to beep, which is nice. It does stutter a bit when too many special effects appear on screen at a time, but I'm not annoyed enough to start digging into cooling problems.

I'm getting the distinct impression that this game's director was promoted from, say, Art Director rather than Lead Developer. The game is still absolutely beautiful, it's still doing an excellent job of foreshadowing and introducing new ideas and calling back to old ones, there's been a bunch of cut-scene moments that have made me say "whoa", but... it's become clear to me that all these mechanisms I've been resetting and reactivating don't actually *do* anything beside visually indicate and reward progress through the game.

As a nerd I've learned to make sense of the world as a chain of causes and effects. Hob's world does have causes and effects, but they're all fairly arbitrary: turning this lever makes that platform extend, but who would build an extendible platform *there*, with the controlling lever all the way over *here*? It makes *visual* sense, since the platform is just where the camera naturally looks during the lever-turning animation, but I'd have a hard time telling you which parts of the map I explored in what order, or why the game guided me to place X before place Y... The game is very well crafted on a moment-to-moment scale, and this world clearly has a story that started long before the game began, but at this point in the game my character doesn't really know whether their actions have been making things better or worse. As a player, the only way I know I'm making progress is that the pause screen tells me I've collected four of eight shiny tokens.

I think if I were the kind of person who describes themselves as a "visual thinker", Hob would be mind-blowing and a cult-classic. On the other hand, the kind of person who's poured hundreds of hours into Factorio would probably find it endlessly frustrating. I feel I'm somewhere between the two - I'm fond of Hob, and I have tremendous respect for the work that went into it, but the logical side of my brain does get a little bit bored.

The ending of the words is ALMSIVI.
Posted on 19-04-07, 13:41 in Games You Played Today REVENGEANCE
Full mod

Post: #206 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
And the only reason it beeps is because when I built the PC, I didn't know about the extra CPU power pins on the motherboard, so the system wouldn't boot, and I bought a piezo beeper just to hear what the BIOS error beep would be.

The ending of the words is ALMSIVI.
Posted on 19-04-07, 14:51 in Announcing the bsnes history kit
Full mod

Post: #207 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Assuming you mean the "test_nmi" and "test_irq" ROMs byuu mentions, it looks like "KungFuFurby" has already posted them, but files by those names exist in bsnes_tests.zip in the tukuyomi collection.

The ending of the words is ALMSIVI.
Posted on 19-04-08, 01:07 in Announcing the bsnes history kit
Full mod

Post: #208 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
I don't know how useful or relevant they are, but just in case, I uploaded a few screenshots I made while checking the Performance Core for regressions, while that was under development: https://archive.org/details/Bsnes-emulation-core-comparisons

At the very least, there's a screenshot of NHL '94 and what can go wrong with it, so I guess that's a clue for future SNES emulator developers to look out for.

The ending of the words is ALMSIVI.
Posted on 19-04-08, 13:44 in Games You Played Today REVENGEANCE
Full mod

Post: #209 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
With this stock cooler, I have previously been able to peg all four cores (compiling software) for minutes at a time with only slightly noisier fans to show for it, so I don't think an aftermarket cooler would be any better than that. However, it's been suggested that in the nearly seven years since I built this PC, the thermal paste between the CPU and the heatsink might have dried out or cracked or evaporated or something... I'm not sure if I believe that's possible, but if I took off the heat-sink to give it a good blow, I'd have to replace the thermal paste anyway, so maybe I should just bite the bullet and do that.

The ending of the words is ALMSIVI.
Posted on 19-04-09, 05:17 in Announcing the bsnes history kit
Full mod

Post: #210 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Some more, new test ROMs showed up in the Mesen-S thread. I don't think I have the time and energy to chase down and collect test ROMs all over the internet, but I decided to stick 'em in a box for safe-keeping anyway. The tukuyomi collection still has other test ROMs I haven't added yet, mostly because I'm unsure how to name and describe them. But they're safely preserved, so I can get around to sorting them out later.

The ending of the words is ALMSIVI.
Posted on 19-04-09, 07:35 in Announcing the bsnes history kit
Full mod

Post: #211 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Just make sure they're backed up somewhere public, so one day somebody can get a grant from the Digital History department to sort through them, saving you (or your descendants!) the effort. ;)

The ending of the words is ALMSIVI.
Posted on 19-04-10, 09:03 in I have yet to have never seen it all.
Full mod

Post: #212 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Morrowind: An Oral History

Todd [Howard] and I once got into a 45-minute-long screaming match about how high werewolves should jump.

Is a console audience ready to read all these books? The answer: Fuck yeah, dude. They love the books! Who’s gonna read all these books on their TV? A lot of people.

[Kirkbride] was absolutely essential. And also crazy as a rat in a drainpipe, which is necessary. Somebody had to be really, really, really crazy, and it’s better that your lead designer isn’t.


The ending of the words is ALMSIVI.
Posted on 19-04-10, 12:35 in bsnes v107.1 on macOS
Full mod

Post: #213 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
How are you building higan? What goes wrong when you try to build bsnes?

The ending of the words is ALMSIVI.
Posted on 19-04-10, 14:27 in bsnes v107.1 on macOS
Full mod

Post: #214 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
bsnes uses a built-in copy of icarus, not the standalone version, so you don't need to build it separately.

I don't know anything about the "quit unexpectedly" error, though.

The ending of the words is ALMSIVI.
Posted on 19-04-10, 14:58 in Announcing the bsnes history kit
Full mod

Post: #215 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
If you could spare the time to dig those out, that would be wonderful, thanks!

The ending of the words is ALMSIVI.
Posted on 19-04-10, 23:42 in bsnes v107.1 on macOS
Full mod

Post: #216 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Posted by azoreseuropa
So do you know how to build it for macOS? bsnes I mean.

You're doing that bit right.

The ending of the words is ALMSIVI.
Posted on 19-04-11, 07:48 in Announcing the bsnes history kit
Full mod

Post: #217 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
> Here's a useful discussion / test ROM

Added, thanks!

The ending of the words is ALMSIVI.
Posted on 19-04-13, 02:57 in Announcing the bsnes history kit
Full mod

Post: #218 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Added, thanks!

The ending of the words is ALMSIVI.
Posted on 19-04-13, 09:24 in Announcing the bsnes history kit
Full mod

Post: #219 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Good idea.

I picked "git subtree", since it copies the content into the repository (so it won't get lost) but preserves the original commit messages, etc. and makes it easy to keep the mirror up-to-date.

Also, "git subtree" lets you peel a particular subdirectory *out* of a larger repository. That was particularly useful for PeterLemon's CPU tests, since the same repository also contains 300MB of MSU-1 data, which I didn't want to have rattling around.

The ending of the words is ALMSIVI.
Full mod

Post: #220 of 443
Since: 10-30-18

Last post: 890 days
Last view: 87 days
Some context to consider:

Currently, fixing a problem in a shared library means fixing the problem in that library's source-code, recompiling it, and publishing the new binary. Given those costs, an all-volunteer project like Debian provides (I think) two years' security support, big commercial organisations like Ubuntu and Red Hat provide about five years' support, and huge got-them-by-the-short-and-curlies organisations like Microsoft sometimes support software for as long as ten years.

If I understand your proposal, instead of fixing a problem by changing source-code and recompiling, you want problems fixed by reverse-engineering the binary and hex-editing out the problem parts. And instead of fixing the problem once, you want the process repeated for every single binary that (directly or indirectly) uses the library in question, a process that probably can't be automated if the binaries were built with an optimising compiler of any complexity. I'm not sure what you expect to happen with second- or third-party binaries; would customers have to send them in to be patched? Would customers need to have a security engineer on-staff to do the patching? Also, if a binary had *two* problems, would the second patch require the first patch to be present, or would you expect every possible combination of patches to be available?

There's no way to tell for certain, but I'm guessing that given *those* costs, there'd be a *lot* less security support available. I'm sure that, just like today, if you were to pay your OS vendor squillions in annual licensing fees, they'd be willing to provide patches for as long as you want, but security support would probably become entirely unavailable to anyone outside a multinational corporation.

The ending of the words is ALMSIVI.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
    Main » Screwtape » List of posts
    Get an ad blocker.