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Joined 1 year ago
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Cake day: March 21st, 2024

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  • Is it really that much worse? Think about it long and hard.

    Ewaste is a bigger problem than the inability to resell or trade digital games (in my opinion, at least). One can be solved fully digitally, while the other cannot.

    Besides, Steam did it properly with Family Sharing when it was a thing.

    This to me feels like Nintendo wants a stronger grip on digital key redistributions by adding a physical element into it to screw over key and account resellers. People are much less likely to sell a physical item when compared to a fully digital one.

    Sending something physical is more time consuming and just more costly in general. I could always share a code via a message or an image to a friend, whereas with game cards I’d have to mail it over.

    Now, only time will tell if game key cards will affect digital key sales (and their overall existence), but knowing Nintendo, it probably will.

    And also - the whole point of “having a game catalog tied to your account fully digitally” is moot anyways if the game itself has to be downloaded anyway.



  • I care about MIDIs! I’ll check this out asap.

    Pretty cool, I’m interested to see how far you can take it!

    If you can match BASSMIDI in terms of features then you got yourself a serious synth on hands. (If you can match Sound Canvas or Yamaha MU synths, even better!)

    Just keep in mind that most (and by that I mean like 99%) of soundfonts aren’t exactly made to proper specifications. A lot of them miss certain parameters (such as filter cutoff frequency, LFO frequencies, etc) and even misuse them (reverb and chorus pre-set on layers being cranked up).

    The only soundfonts I recommend you develop this with (as your target) are the ones made by E-MU themselves. CT4MGM.SF2 especially. They basically cloned the Roland SC-55 as closely as they could on their sound chips at the time and most sounds match the behaviors correctly.



  • PPSSPP will attempt to establish connection to any IP or domain that is put in the ad-hoc server text box. So, much like a web browser, it entirely depends on where you tell it to connect.

    That being said, as for any security concerns, I am unaware of any exploits and/or wrongdoings with PPSSPP code, so you should be safe. It only passes the data directly between the emulated games and the chat box feature.


  • So, for PPSSPP multiplayer, you either need to be in a LAN with the other players or, as you’ve said, forward the port.

    So, if you’re on the same LAN as your friend(s), it’s as easy as setting the IP address to the host (on all the clients) and the same wifi channel in PPSSPP settings.

    If you wish to play online, it gets tricky. Most cellular data providers are behind something known as a CGNAT, which basically prohibits port forwarding.

    The only solution and workaround to this is to use a VPN tunnel that can put you in a virtual LAN with your friends but over the internet. One of the most commonly used software on PC for this is LogMeIn Hamachi. Not sure if there is anything like it on Android, though.

    I’ve actually set up a Yu-Gi-Oh Tag Force tournament for DLE but that quickly went nowhere after a couple episodes lol






  • It’s very good.

    Basically, there is one maintainer in the AUR (the name escapes me, jonathon I think it was?) who applies the necessary patches to the old NVIDIA drivers to make them run with a modern Linux kernel.

    Of course, there won’t be any Wayland support, but the experience is acceptable as long as you temper your expectations in terms of graphics API support. (No vulkan sadly)

    I hadn’t used it myself but I know a person who does and loves it. iGPU handles Wayland stuff while the NVIDIA is there for the heavy lifting in Xorg.






  • The way I did it is by trying to solve more and more advanced problems with simpler tools/features, then looking at more advanced features and seeing where they could be applied to make the problem solving simpler. Rinse and repeat.

    An easy example that I can remember is making arrays that dynamically expand. I started with the barebones malloc and worked out how to use std::vector (and other list types) in its place.

    Understanding that concept is, what I believe, to be the foundation of learning programming.

    I’m no pro whatsoever, but using this method really helps me pick up and learn new languages.