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Since: 11-08-18

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EDIT: There might be a very good reason of why MS is reconsidering their discless plans, so here goes my conspiracy theory: currently the BD-ROM drive on the Xbone comes from a single source, PLDS (Lite-On's ODD arm). This is important to know, because PLDS already exited the consumer BD drive market a while ago (they no longer make BD burners anymore: their last new design was introduced around 2012, and was discontinued sometime around 2016, same for their PC BD-ROM SATA drives). Their last PC-style BD-ROM drive is the custom jobbie for the Xbone (the DG-6M1S). While the Xbone sells well, I guess PLDS is not really profiting that much about making those drives, and they might have gave notice to MS to find another supplier, which in 2018 seems to be Mission:Impossible (realistically speaking, their other option would be Hitachi-LG -HLDS-, an OEM they've never very fond of, considering how uncommon were those drives during the X360 production runs). So maybe this would be a rare opportunity for Marketing and Engineering to be aligned on the same line of thought: Engineering can't be assed to keep dragging along with a BD drive noone wants to manufacture anymore, while Marketing can go ahead with their nefarious digital-only plans.


But, no way MS kills off the models with a BluRay altogether. I'm sure they will still be manufactured, to placate GameStop if nothing else.

Would it be overly difficult for MS to just find another manufacturer for the drive? It's not as though BD drive makers are in short supply.
Posted on 18-12-18, 15:46 in Mozilla, *sigh*
Post: #2 of 21
Since: 11-08-18

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Isn't this stuff pretty easy to turn off in the source code?

I'm really surprised no one maintains a "Firefox minus Suggestions, Pocket, etc" branch. I imagine maintenance could be mostly automated.

My current solution is a custom cfg file I can easily throw onto any new machine.
Posted on 18-12-19, 15:00 in Monocultures in Linux and browsers (formerly "Windows 10") (revision 2)
Post: #3 of 21
Since: 11-08-18

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Edit: Ignore me, I should probably actually read the thread I'm posting in instead of just replying to the first post.
Post: #4 of 21
Since: 11-08-18

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Could Windows AME be legally distributed as a BPS or some other kind of diff patch?

Posted by wertigon
What, you don't like that? Sucks. Run Linux, BSD or OSX. Linux even allows for passthrough mode, allowing you to run Windows 10 in a VM for those two must-have applications you're still hooked on.


Ironically, I find that this is the use case that makes Microsoft's forced updates most annoying. I only booted Windows when I wanted to do something specific (primarily, play a video game), and every time I did Windows need to install an update immediately because it hadn't been online in so long.

(Past tense, because auto updates are now disabled in group policy. Thank god.)
Post: #5 of 21
Since: 11-08-18

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While it makes sense to me for a very limited number of basic packages, like libc, to be dynamically linked, I would ideally like everything else to be static.
Posted on 19-07-31, 14:37 in Ubuntu: x86_32 is dead because WE SAY SO!
Post: #6 of 21
Since: 11-08-18

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Posted by tomman
a whole bunch of old/simple games still on sale [on Steam] will still run on XP on a P4 with some RAM and a GPU with non-braindead drivers


No they won't. Because the vast majority of games won't start if Steam isn't running, and Steam no longer supports Windows XP.

Am I being pedantic? I actually think this is super sucky. When the future's retro-PC enthusiasts try to run their Steam purchases, they'll discover that their game collection no longer works.

It gets a bit worse. I don't think there are any games on Steam that are only compatible with Windows XP, but presumably newer versions of Windows will also get cut someday. Is every game available on Steam compatible with the newest release of Windows? How long before some games become unplayable?

DRM sucks, and Steam is DRM. I wish gamers who would otherwise rail against DRM schemes weren't so accepting of Steam. Sorry for the tangent.
Posted on 19-07-31, 20:05 in Ubuntu: x86_32 is dead because WE SAY SO! (revision 4)
Post: #7 of 21
Since: 11-08-18

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Posted by sureanem

Aren't there one-size-fits-all no-Steam patches anyway?


No.

You can use Steamless alongside a "Steam API emulator" to get most stuff working, but no single API emulator works with every game, so you have to cycle through them to figure out which one works.

When a game isn't compatible with an API emulator, it usually fails in an obvious way, such as not starting at all or crashing at the title screen. But I've also had games where only one mode crashes, or everything freezes after a specific level.

So now you've run into the classic console emulator problem of, is this a bug in the game or a problem with the emulator?

(I know too much about this because I really don't like Steam, so I have a convoluted setup where I buy games in a Virtual Machine, patch them, test them to the extent I can, and then back up the files.)
Posted on 19-08-01, 00:39 in Building Dolphin on Debian Stable: problems!
Post: #8 of 21
Since: 11-08-18

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Why are you building Dolphin yourself anyway? It doesn't sound like you're making any source code changes?
Posted on 19-08-01, 00:47 in amethyst (text editor)
Post: #9 of 21
Since: 11-08-18

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Is this still available everywhere? I'm getting a 404 not found.

I've actually been looking for a very, very minimal code editor with syntax highlighting...
Posted on 19-08-01, 01:35 in Building Dolphin on Debian Stable: problems! (revision 2)
Post: #10 of 21
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Posted by tomman

- I can
- I want

If those are the primary reasons, great! It just didn't sound like you were enjoying yourself all that much. :P

Posted by tomman

- The binaries on Debian repos are hopelessly outdated (they're from the last stable release, which was years ago!)
- There are no repositories compatible with Debian which ship development builds (the ones you actually WANT to run if you actually care about playing videogames). No, you can't use Ubuntu PPAs with Debian. Not unless you want problems
- I have no other options, after having exposed the last two points

...on a scale of 1–10, how much would you hate me if I suggested using Flatpak?
Post: #11 of 21
Since: 11-08-18

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I have one really big annoyance with how RetroArch handles controllers:

If my controller has an B button, and the system I'm emulating has an B button, I want real B to trigger emulated B, regardless of button placement. So if I'm playing an SNES game with an Xbox controller, Xbox B means SNES B.

However, if the real and emulated button labels don't match, I want RetroArch to map according to placement. So if I'm playing a Playstation game with an Xbox controller, Xbox B means Playstation O.

There's no way to set RetroArch to do both these things, short of configuring each system individually, which is quite annoying in RetroArch's UI.

I'm probably being overly picky, but this behavior does strike me as the logical way to do things.
Post: #12 of 21
Since: 11-08-18

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Posted by Kawa
So lemme get this straight.

The right button is A on SNES, B on Xbox, and on Playstation. You want a Playstation game to see B as , because the placement matches, but a SNES game to see B as B, the bottom button... because the symbols match?

That doesn't strike me as very logical, to be honest.


Yes, because then I can adapt to whatever prompts are on screen. But it's very possible I'm weird and this doesn't actually make sense to anyone else, so...
Post: #13 of 21
Since: 11-08-18

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Posted by Kawa
But when you play a Playstation game the prompts still wouldn't match the actual buttons.


Yeah, but since the Playstation symbols don't actually exist on my controller (well, except X, but that's different), my mind adapts to the Playstation button placement more easily.
Posted on 19-08-03, 02:27 in Leaked Super Mario 64 Decompiled Source (revision 3)
Post: #14 of 21
Since: 11-08-18

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Posted by tomman
...now after reading some comments here and there, it seems the biggest roadblock for a possible PC port would be dealing with the rather primitive SGI RSP graphics architecture, it doesn't sound like a walk in the park to essentially rewrite half of the game for OpenGL (I'll pretend DirectX does not exist for this example, but the end result will be the same)


Couldn't they just use software rendering? Not exactly like Mario 64 is pushing technical boundaries today...
Posted on 19-08-09, 16:52 in Retroarch's (controller) interface is an bad abstraction (revision 4)
Post: #15 of 21
Since: 11-08-18

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Posted by CaptainJistuce
I want Nintendo Co, Ltd to stop insisting the dyslexic labels they put on the Nintendo controller are in any way right, and start putting button labels in the correct order.


Is the Microsoft way any more "right"?

We read up → down and left → right.

On Microsoft controllers, A is to the left of B, but B is above A
On Nintendo controllers, A is above B, but A is to the right of B.

So both controllers get something wrong and something right. And that's the most you can ever do as long as we're using a diamond layout. (Well, I guess you could put A and B on opposite sides, but that would be weird.)

If anything, I think Nintendo's arrangement makes more logical sense. Because if I'm reading a paragraph, I'll always read the top line first, even if the first word is indented or what have you.

What would be really nice is if Microsoft just hadn't decided to change up the order in the first place! (Or should we blame Sony for swapping the confirm and deny buttons in the west for some arcane reason, even though they used different symbols?)
Posted on 19-08-12, 14:52 in Retroarch's (controller) interface is an bad abstraction (revision 3)
Post: #16 of 21
Since: 11-08-18

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Posted by CaptainJistuce
Why does Microsoft get credit for inventing button labels that read in the right order when Sega's been doing it since the 80s?


Well, within the context of my post, I left out the Genesis and Saturn because they didn't use the now-standard diamond layout. Same reason I'm not considering the Gamecube controller.

I really do like the diamond. You can rest your thumb in the center and hit four different buttons without moving it.

The Dreamcast used a diamond, but that came after Playstation, and I don't think Microsoft chose their button layout based on the Dreamcast. I think they inherited it from western-style Playstation controllers that used X as confirmation. The PS2 was the most popular console at the time by far.
Posted on 19-08-26, 15:54 in Board feature requests/suggestions
Post: #17 of 21
Since: 11-08-18

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I'm not sure if this is related to the HTTPS discussion above, but as of this morning I'm getting a "Website With Harmful Software Warning" whenever I visit this website in Safari.

Safari supposedly uses Google Safe Browsing for this warning...
Post: #18 of 21
Since: 11-08-18

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I'm sure someone will package Virtualbox for Buster, at some point. Unofficially, of course.
Posted on 19-08-31, 00:18 in Misc. software (revision 2)
Post: #19 of 21
Since: 11-08-18

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Edit: this is all wrong, I was thinking of something else.
Posted on 20-06-02, 01:59 in Where are the byuu SNES sha256 hashes?
Post: #20 of 21
Since: 11-08-18

Last post: 1044 days
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https://byuu.org/preservation/super-nintendo-(usa) There used to be sha256 hashes here which Near compiled. Now there's no hashes.

Please tell me there's a backup somewhere? I used this... :(
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