wareya |
Posted on 19-07-18, 01:31
|
Post: #74 of 100 Since: 10-30-18 Last post: 1781 days Last view: 1346 days |
Game state prediction and input prediction are different things and the former is not called the latter. Nobody calls what fighting games with rollback do "input prediction", because it's not. |
Duck Penis |
Posted on 19-07-18, 02:38
|
Stirrer of Shit
Post: #522 of 717 Since: 01-26-19 Last post: 1763 days Last view: 1761 days |
So what exactly _is_ input prediction, if it's not game state prediction and it's not rollback? Is it the same thing as client-side prediction? I'm serious, not trying to ask rhetorical questions or anything. The Wikipedia article gives the impression that client-side prediction presupposes rollback and game state prediction. Is this correct? There was a certain photograph about which you had a hallucination. You believed that you had actually held it in your hands. It was a photograph something like this. |
Nicholas Steel |
Posted on 19-07-18, 06:11
|
Post: #238 of 426
Since: 10-30-18 Last post: 499 days Last view: 13 days |
Posted by sureanemThe best graphics plugins for N64 emulators use Glide wrappers for OpenGL. AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64 |
wareya |
Posted on 19-07-18, 09:07 (revision 1)
|
Post: #75 of 100 Since: 10-30-18 Last post: 1781 days Last view: 1346 days |
The current best HLE graphics plugin is actually GL-native, GLideN64. Not to be confused with Glide64. |
Nicholas Steel |
Posted on 19-07-18, 13:48
|
Post: #240 of 426
Since: 10-30-18 Last post: 499 days Last view: 13 days |
I... thought that one used a Glide Wrapper like it's predecessor. Neat that it doesn't. AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64 |
Sintendo |
Posted on 19-07-19, 20:28
|
Post: #14 of 17 Since: 10-29-18 Last post: 1802 days Last view: 1374 days |
I don't think I could've come up with a more confusing name even if I tried. |
Kakashi |
Posted on 19-07-20, 09:38
|
Post: #151 of 210 Since: 10-29-18 Last post: 1876 days Last view: 1848 days |
What is input prediction? Please make another thread if you want to talk about it since it's been pointed out that it wouldn't benefit and has nothing to do with a PC port of an N64 game. |
Duck Penis |
Posted on 19-07-21, 21:42
|
Stirrer of Shit
Post: #529 of 717 Since: 01-26-19 Last post: 1763 days Last view: 1761 days |
Done. There was a certain photograph about which you had a hallucination. You believed that you had actually held it in your hands. It was a photograph something like this. |
Wowfunhappy |
Posted on 19-08-03, 02:27 (revision 3)
|
Post: #14 of 21
Since: 11-08-18 Last post: 1254 days Last view: 1254 days |
Posted by tomman Couldn't they just use software rendering? Not exactly like Mario 64 is pushing technical boundaries today... |
tomman |
Posted on 19-08-26, 17:07
|
Dinosaur
Post: #513 of 1315 Since: 10-30-18 Last post: 58 days Last view: 15 hours |
It's now official, go clone your gits: https://github.com/n64decomp/sm64 You need to bring your own retail SM64 ROM for asset extraction, and the Linux distro of your choice. I sincerely HOPE that with this, we can actually get ROM hackers to leave the "PJ64 unconsole" well behind, and easily produce hardware-compatible ROM hacks (or even original games!). But then, I guess this also implies getting tool developers to actually care and come up with better tools. Either way, now Mario has the keys to the realm :D Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™ |
tomman |
Posted on 20-07-30, 21:21 (revision 3)
|
Dinosaur
Post: #747 of 1315 Since: 10-30-18 Last post: 58 days Last view: 15 hours |
And now fate was met: someone managed to make a native SM64 PC port: https://github.com/sm64-port/sm64-port Or even better: https://github.com/sm64pc/sm64ex (you can actually configure stuff, etc.) Now you can run good ol' Super Mario Sixty-Four just like SGI intended: not on a crippled $300 STB, but on an actual 64-bit Unix workstation! Forget about borked (Technical details: the engine is more or less unmodified, apparently they reimplemented the F3DEX ucode on D3D/OGL, and created libultra shims - everything else is compiled as-is, natively) In the case of sm64ex, they somehow managed to break the camera even harder: try the Koopa the Quick race at BOB and enjoy frustration because camera completely loses its mind. Oh, and remapping keys isn't straightforward - a Xbox 360 gamepad helps. Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™ |
kode54 |
Posted on 20-07-31, 00:31
|
Post: #73 of 105 Since: 11-13-19 Last post: 1461 days Last view: 1461 days |
Chiming in to point out that this port is also on the AUR as a package there, if you use Arch, btw. Oh, and retorting to your comment on fricking T9. I never managed to get the hang of T9 during the years I owned a feature phone, while my little brother handled it just fine. The best I could do was bang out a single sentence in a whole two minutes. Give me a touchscreen full qwerty keyboard any day. Oh, and I don't use my thumbs for this shit, I hold the phone with one hand and tap with my right fore finger. Or if I'm on a tablet, I can do more fingers on both hands. |
CaptainJistuce |
Posted on 20-07-31, 02:26
|
Custom title here
Post: #898 of 1164 Since: 10-30-18 Last post: 63 days Last view: 6 hours |
I never had reason to use T9 text entry much. Only phone I ever did, the buttons were so stiff and nasty that the actual keyboard was my obstacle more than text-processing. And I still hate full QWERTY on a pocket display. Non-paid promotional content: I have actually used MessagEase on my Android devices for a few years. I find it very pleasant, with a remarkably mild learning curve, and an excellent use of limited space on a compact touchscreen. This is also how I generate utterly alien typos like "e instead of space" sometimes. --- In UTF-16, where available. --- |
tomman |
Posted on 20-07-31, 19:55
|
Dinosaur
Post: #748 of 1315 Since: 10-30-18 Last post: 58 days Last view: 15 hours |
Figured out how to remap keys: the menu is there in the new Options menu (which is compiled by default; press virtual R on pause) Default keys are all screwy: START is Space, analog stick is WASD, one of the shift heys are A (or B?), L seems to be R or whatever... but once remapped, all is good again. Except that if you opt-in for the "better camera", you'll have a tougher time playing the game. Ah well, consider it a new experience then. It works better with dual analog sticks. A Xbox 360 gamepad gets a sane mapping, basically the same as Mupen64Plus (right stick = C-keys). Oh, and it seems to implement the Shindou Edition improvements: vibration works on my X360 pad - feels weird to feel the breeze in your hands when Mario is fired from a canyon, for example. Can't wait once ROM hackers start making magic with this, if they don't want to get bound by the original hardware limitations... Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™ |