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phoboslab

HN member
Joined
Tue, Feb 16, 2010, 3:06 PM UTC
HN karma
5,814
Public activity
417 items

About phoboslab

X: https://x.com/phoboslab

Blog: https://phoboslab.org/

Recent public activity

  1. comment
    Comment #49200280

    That[1] was James Lambert, who was also responsible for Portal 64[2] and is now developing a completely new N64 game. His Youtube channel is worth a follow. [1] https://www.youtube…

  2. comment
    Comment #49196240

    Related to this, every ROM needs a "boot loader" that has to be signed and is verified by the lockout chip. Nintendo's boot code is under copyright and thus cannot be used. So the …

  3. comment
    Comment #49195748

    All geometry is rendered as textured polygons. The raycasting step only determines visibility. But yes, the N64 isn't particularly well suited for this type of game (or anything 2D…

  4. comment
    Comment #49195642

    Yes. The game was mostly developed with an original N64. The cartridges from Modretro only work on NTSC N64s, though. I'm told the next production run should work on PAL, too.

  5. comment
    Comment #46009680

    I just looked at the invoice for my current PC parts that I bought in April 2016: I paid 177 EUR (~203 USD) for 32GB (DDR4-2800). It's kinda sad when you grow up in a period of rap…

  6. comment
    Comment #45873199

    The WebGL game was build with my 2D game engine "Impact", which I previously ported to C[1]. The game has a 3d view, but logic still mostly works in 2 dimensions on a flat ground. …

  7. comment
    Comment #45869452

    Porting my 2014 WebGL game ( https://phoboslab.org/xibalba/ ) to the N64: https://x.com/phoboslab/status/1982883072292069641

  8. comment
    Comment #41770976

    Updated the readme. Thanks!

  9. comment
    Comment #41489004

    You probably have an extension that hides the cookie banner? Scrolling is enabled after clicking through.

  10. comment
    Comment #41160709

    Googling your name reveals that you like to stir up drama. Please find another venue.

  11. comment
    Comment #41159559

    I don't know what your personal agenda is, but there's so much misinformation and hyperbole in your comment that I have to assume that this is personal for some reason!? I've been …

  12. comment
    Comment #41156937

    The original JavaScript engine “Impact” from 2010 is at the end of its life; the C rewrite “high_impact” is new and will (potentially) be around for as long as we have C compilers …

  13. comment
    Comment #41154813

    It does, but the main speedup comes from using WebGL instead of Canvas2D. Sadly, Canvas2D is still as slow as it ever was and I really wonder why. Years back I wrote a standalone C…

  14. comment
    Comment #41154649

    To be fair, they modified Impact _a lot_. In some of their development streams[1] you can see a heavily extended Weltmeister (Impact's level editor). Imho, that's fantastic! I love…

  15. comment
    Comment #40560903

    I assume you're talking about the pack_map.c used during build? That just was written in C because I had the .map parser already lying around from another side project. If I had do…

  16. comment
    Comment #40559997

    Please play the post competition version: https://phoboslab.org/q1k3/ This fixes some bugs and also adds the mouse invert option.

  17. comment
    Comment #40256519

    For the past few years I've been building a B2B SAAS. Naturally I've chosen my "get shit done" language PHP to do it. While the product itself is as boring as it gets, I've had str…

  18. comment
    Comment #39977089

    Kinda related, I was exploring how much complexity you really need with https://qoaformat.org/ - compresses at 278 kbits/s, but is much simpler than even MP2.

  19. comment
    Comment #39878404

    Archived: https://web.archive.org/web/20220203133132/https://something...

  20. comment
    Comment #39566991

    Thanks, I missed that. I just ran qoibench on the photos they used[1] and QOI does indeed fair pretty badly with a compression ratio of 71.1% vs. 49.3% for PNG. The photos in the Q…

  21. comment
    Comment #39566540

    As far a I understand this benchmark JXL was using 8 CPU cores, while QOI naturally only used one. If you were to plot the graph with compute used (watts?) instead of Mpx/s, QOI wo…

  22. comment
    Comment #37969657

    Romhacks are typically modifying the compiled binary ROM image. Kaze' work is based on the painstakingly disassembled code from the n64decomp project[1]. He's working in C, modifyi…

  23. comment
    Comment #37804412

    I love PHP. It's been my "get shit done" language for 20 years. It sustained many of my projects and not once became the bottleneck. Wordpress however is still a hug pile of garbag…

  24. comment
    Comment #37336740

    I was very confused about your comment (because the obvious answer is to use a JOIN), but then I realized you're talking about using a sharded database. To which my response is: do…

  25. comment
    Comment #37336208

    I'd argue that if you have an IN() with more than a dozen values, you're doing it wrong. Especially so if that's something that your app does often and it needs to be fast (as oppo…