Viewing profile — phoboslab
phoboslab
HN member- Joined
- Tue, Feb 16, 2010, 3:06 PM UTC
- HN karma
- 5,814
- Public activity
- 417 items
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About phoboslab
Blog: https://phoboslab.org/
Recent public activity
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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…
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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 …
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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…
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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.
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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…
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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. …
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Comment #45869452
Porting my 2014 WebGL game ( https://phoboslab.org/xibalba/ ) to the N64: https://x.com/phoboslab/status/1982883072292069641
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Comment #41770976
Updated the readme. Thanks!
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Comment #41489004
You probably have an extension that hides the cookie banner? Scrolling is enabled after clicking through.
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Comment #41160709
Googling your name reveals that you like to stir up drama. Please find another venue.
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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 …
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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 …
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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…
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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…
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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…
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Comment #40559997
Please play the post competition version: https://phoboslab.org/q1k3/ This fixes some bugs and also adds the mouse invert option.
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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…
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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.
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Comment #39878404
Archived: https://web.archive.org/web/20220203133132/https://something...
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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…
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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…
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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…
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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…
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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…
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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…