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Everything posted by Dark Pulse
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Someone please rescue me from this man
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Good Old ALMSIVI [A Glorified Morrowind Giveaway Thread]
Dark Pulse replied to PKr's topic in Everything Else
Oh, so it's a CD Key. Well, I don't need that then, I have had Morrowind for years. But whoever gets it is gonna get a great game. Just play it via OpenMW instead of the original engine. -
Good Old ALMSIVI [A Glorified Morrowind Giveaway Thread]
Dark Pulse replied to PKr's topic in Everything Else
Okay, so Morrowind. I feel like that middle part is a RefID then. -
Good Old ALMSIVI [A Glorified Morrowind Giveaway Thread]
Dark Pulse replied to PKr's topic in Everything Else
QLZ6 0305FDC6 6BFQ. There is also a pretty clear reference to Silent Hill 2 (it literally mentions the Wood Side Apartments). This may or may not refer to how to actually solve the puzzle, though. I'm not sure who "him" is, unfortunately... "Sharing Henry's Fate" would seem to indicate removal of an H, but there are no H characters here. "The shortest of them all is the penultimate one", which presumably means to delete ("got lost") the second-last character from these. Unfortunately, two are four in length, so this probably ties into the second point (as then one of then would be shorter). "Last one claimed to be the same as the winner" has to tie into the only characters to have a duplicate - 6 (three times), Q (twice), 0 (twice), F (twice). One of these is presumably to get dropped. Other than that, though, I'm not really making any progress on this thing. -
I don't have SNES Doom now, but I did as a kid. It's definitely the difficulty settings (Which AFAIK applied only to the NA/EU versions - the JP version let you play any episode on any difficulty, but also rewrote the texts to be easier on non-English readers). ITYTD: Kicked you back abruptly after E1M8. HNTR: Could play E2 if you cleared E1 first, but stopped after E2M8. HMP: Could start at E2; could play E3 if you cleared E2 first. AFAIK the first difficulty in which you could actually clear the game, but not sure if it showed the credits. UV/NM: Could start at E3. Presumably showed the ending (as well as the credits?). As for the levels, they got cut because there was simply no more ROM. Randy's tools did a bunch of mass conversions of the PC WAD file to his data formats, but the SuperFX2 could only address up to 16 Mbit/2 MB of ROM. Presumably as things got closer to the end, the final list was compiled, and since time was so short, rather than remove the data (and risk something screwing up), it was simply left inside as dummy data.
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This situation is just all sorts of fucked, and while no amount of money can ever make it "right" again, Laz should take these people for absolutely everything that he can get. This was straight-up injustice, pure and simple. Even if the record is officially cleared, that's ten months of psychological torture, in a prison setting, where he was assaulted, repeatedly, by inmate and prosecutor alike. No money can take that back. No money can reverse the feeling he must have had as he was accused of causing his mother's death. Nothing can restore the things he created, which are, by definition, generally priceless. I don't normally consider myself a very religious person (and this isn't the thread for one's beliefs on that - let's focus on common humanity here), but things like this kind of make me hope there is a place where people who would inflict this sort of suffering on other people, suffer themselves. This wasn't an honest mistake, there was no second opinion, this was straight-up accusation until it got forcibly proven wrong - and a prosecution so desperate for that to not get out that they tried everything to make him admit guilt. That, to me, is evil. I don't have much money, I'm afraid, but I'll definitely spread the word in my own way. I think I owe that to Laz - WolfenDoom was some of the first PWADs I played (back on Doom 95!), and something like this absolutely needs to be brought to the attention of those in power.
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He's just some hippie with a beard, don't mind him.
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Hmm... ReARMed would be for ARM devices, and that might introduce extra complications. Without getting too technical, it's a fork of PCSX Reloaded, which is... okay, but not ideal for accuracy. I do think Duckstation is available for Android. You could use that, at the cost of it not being part of RetroArch. (The RA devs and the dev of Duckstation had a bit of a falling out - there used to be a core based on it called SwanStation, but AFAIK it got wiped out due to that.)
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That sounds like a pretty bad one. Paging @Erick194. In the meanwhile, what core are you using on RetroArch? BeetlePSX would probably be the preferred one. EDIT: False alarm, turned out it was a corrupted SD Card. PlayStation is not capable of widescreen. The PlayStation is capable of the following resolutions: Width: 256, 320, 384, 512 or 640. Height: 240 or 480, progressive or interlaced. In Doom's case, it's 256x240 (which then gets stretched to 320x240 via rasterization). It simply does not have the VRAM for any kind of widescreen, so for that, you'd need to play it via PsyDoom. Expanding the resolution is unlikely because the PS1 has a very strict amount of VRAM - and more screen resolution consumes more VRAM, which would force issues with sprites, textures, or both. Memory Card functionality is theoretically possible, but that'd probably be a massive code addition. Also a question for Erick, but right now I'd say the odds are on "don't hold your breath."
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Not currently possible. This project is for the cut levels only, and the improvements done to the engine are not going to be reflected in the original games. Also, ePSXe is an inaccurate emulator, and I'd advise you to no longer use it - it's almost 20 years old. Use DuckStation or RetroArch's BeetlePSX core instead, they're way more modern and accurate.
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Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Dark Pulse replied to hobomaster22's topic in Source Ports
True enough, I guess. I suppose I'm just used to calling those chips the FX series without remembering that they had the Athlon name public-facing. Though at that point, it's no longer Athlon 64, but I digress. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Dark Pulse replied to hobomaster22's topic in Source Ports
I thought those were Athlon II? The ones alongside Phenom II, but before the FX series, right? -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Dark Pulse replied to hobomaster22's topic in Source Ports
The GPU is six generations old (we're up to the 4000s now) and were made in 2013, so a full decade ago, and the CPU is even older - the last Athlon X2s were made in 2006 and could be as old as 2005. (Theoretically, the GPU could be bottlenecked by the CPU in this system, that's how old the CPU is - which is honestly pretty embarrassing since it's a 740.) This is, quite literally, a retrocomputer at this point. Also, your wording is confusing. You say that it won't run on a Win7 SP1 system, but then say that should become the minimum requirement. Did you mean it should be bumped up from Base Win7 to Win7 SP1, or that it should be Win8.1, or...? -
Aneurysm: A level editor for Mega Drive game Bloodshot
Dark Pulse replied to vyruss's topic in Everything Else
There is going to be no rewritten version. He was musing moving it to another language, but he's going to keep it in Java. That only applies to the editor itself, though - still a ways to go for full custom content on the game ROM, but the changes added in here are the first step towards this. The ROM will be reorganized and expanded to allow for more content. One of the things he didn't mention, for example, is that there no longer are level palettes shared between some levels - every level can have its own palette now (128 bytes per level). -
They were also of the mindset that newer PCs would have faster processors, and just a year or two later, GPUs started being a proper "thing." GLQuake existed, after all, and singlehandedly drove the adoption of early 3DFX Voodoo cards. Technology was changing fast, and at this point, you just could assume that in a few years everything will be faster, better, and able to run the higher framerate. So you coded your game to generally try to run in whatever setups you think might exist over the next 5-ish years. Which multiple people have said, and you don't seem to grasp. But again, you are also neglecting to remember that it's still a game from 1995. It's not going to know about SSE, for example - that came out only with the Pentium III, by which time we were onto Quake III, not original Quake. So the reason it's running slower even on modern hardware is simple: It's literally just straight-up floating point x87 instructions, which nowadays are considered HIGHLY legacy. Not even MMX - that came out in 1997, and even then, only as part of the Pentium Pro. (The first real mainstream CPU to have them, if memory serves, was the Pentium II.) Modern processors are tuned for instruction sets like SSE at a minimum (you may hear terms like "686-compatible processor" - this refers to the OG Pentium Pro, which introduced stuff like parallel execution), so oftentimes these legacy modes are retained for compatibility but never really tuned. And the fact the legacy is so old becomes both floor AND ceiling - there's only a certain amount of capability you have in order to remain in spec, and sooner or later, the limit is hit no matter how fast the processor is, and vagaries of the setup (x87 registers acted like a stack rather than being directly addressable, for example) also contribute to the speed of it being slow. It was faster than what was out there at the time, but it scaled very poorly, and newer instruction sets were designed specifically to deal with such shortcomings. This is why modern source ports compile with support for newer instruction sets. This is why those ports have no problems running Quake at insanely high resolutions; thanks to the widths of registers on modern CPUs, they can often do things in one instruction (and at a much faster cycle time) than something the original code might've needed multiple instructions to do, also with a slower CPU cycle time on top of that. This is also why the original Quake will struggle to run at those same resolutions - its engine, literally, is not aware of most of the processing power that exists now, thirty years later almost.
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Old versions of Quake were also optimized for 1995 PCs, not 2023 PCs. This is like complaining "Why does a car made in 1910 runs slower than a car made in 2023? They both got four wheels, a gasoline engine, and a steering wheel," while you completely ignore that the engine technology has absolutely changed under the hood, and the addition of modern features. Like taillights. And windshield wipers. And heating/cooling. And a key, or increasingly, electronic starter; not a crank. The reason those newer engines can run Quake at higher resolutions better than the older ones is precisely because engine developers are taking advantage of things like multithreading, faster clock rates, and higher-level CPU instruction sets that can do 3D math faster. John Carmack may be a super-genius alien-in-person-suit, an experimental artificial intelligence gone rogue, a sentient galaxy brain, and have a keen insight into where gaming would be a few years later, but even Carmack can't peer nearly thirty years into the future.* *Yes, I know he's also a time-traveling interdimensional overgenius space wizard and actual rocket scientist. Shaddap.