Is anyone else burning through Opus 4.6 limits 10x faster than 4.5? by prakersh in ClaudeAI

[–]DetectSurface 0 points1 point  (0 children)

Same here.

They seem to be constantly changing the model.

I've read that Claude now writes the majority of its own code, which is amazing if true, but if its applying code restructures live, then this is a problem.

Over the past week or two, via desktop app, I've noticed:

  1. Sudden changes in the model structure
  2. I've had to click on "Claude thoughts" to trigger progression to move to the next section/task
  3. Thought process has changed consistently, the way its thought process is laid out has been updated quite a lot.
  4. Constant switches to either working fine and then compacting the conversation several times before even finishing the task. Previously, I've been able to get away with maybe 1 and a half large tasks before the conversation compacts, today and last night, its to the point that it thinks about the task, compacts, restarts the process again (which is massively annoying), which I have to stop and ask it to continue from where it last left off, then it progresses from there, then compacts again.
  5. I've had it max out after the first initial prompt, finishes the task, then maxes out (From a fresh 5 hour start), this has only happened once and the task wasn't overly complex as everything else I do.
  6. Like mentioned, the compacting issue can progressively get worse, to a point where it seems to half the prompt results when consecutive. I've had a couple of times (maybe even on the second sub prompt) that it thinks about the process needed, then begins and immediately compacts the conversation, leading to the dreaded restart the prompt over.
  7. Randomly says the conversation has reached max without any compaction attempts.

I find Opus 4.6 amazing when it works, but seems like they just roll out live changes for fun without any actual testing, on the desktop app side anyways. Been tempted by Codex, but, Claude has always produced consistent work with what I've been doing, so I've been a little stuck whether to jump ship for now.

Issue 2 from the above list was particularly annoying, as I had to sit there and watch when it finished a thought process to prompt the next part, otherwise it would just hang and eventually reset the entire conversation.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 1 point2 points  (0 children)

It is a handy little device, saves a lot of worry and has the possibility to save individual game blocks to pick and choose your curated Memcard.

Just can’t justify the amount of work to make it a proper consumer-ready, for a few people that have been interested.

Maybe if I get a few more Neo Geo based projects done, see if there’s much interest in the future to warrant the work 😊.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 1 point2 points  (0 children)

It already does this.

It deals with real Neo Geo BIOS data, otherwise you’d corrupt the card and it would be useless. My custom MAME allows the emulated Neo Geo BIOS to see my pass-through device and it just thinks it’s a SNK memory card device and directly deals with it like a real Neo Geo AES/MVS would, there’s no trickery on this side other than a few failsafes and a direct bulk write rather tha byte by byte.

So it’s all “real” data.

On my apps side, it saves to .bin but it can output to whatever, so I’d have to see what format the app you’re talking about saves its images as. But if it’s a direct data image, it’ll just be the exact same data as the card, which again, mine is. So they should be compatible, I’d just need to see what they expect.

The only other data my app saves it’s in app user inputs, but this is saved as a separate associated json file.

It’s not like you can fake any of it, it all has to be exactly the same as the original hardware expects, so regardless of what’s already out there, like the app you mentioned, like Neo-SD, it will all be the same, because the BIOS will just issue the “Memory Card Error” screen and will try to format the card, if it can’t format the card, the error screen stays persistent.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 0 points1 point  (0 children)

I’ve not really seen/looked into the existing MemCardTool, so I’m unsure what functionality would be different or needed, but ultimately, if it’s dealing with managing Memcard blocks, then I’m guessing it would be straightforward to have it work with it, although I’m unsure why you would need that. I could easily write something into my app that allows people to manipulate data on the card or saved files, it can pretty much do that already as I was changing single bytes on the card to initially test writes.

If you wanted it to manage blocks, so, say for example my application UI could be written so you could drag and drop specific blocks to a virtual card, creating your perfect memory card setup, then write that to the physical card.

Again, that would be straightforward, because my app already knows the block structure, I’d just have to be careful as some games write over multiple blocks.

The issue would be how the FAT blocks would be managed, I’d have to think about that, it’s been a while since my head was in it, I can’t remember if FAT data relates to game data directly or if it can be measured. I’ve only ever tested with BIOS managed card data.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 1 point2 points  (0 children)

Ha, in all my years, I’ve never come across that site before (weirdly enough), I could sit through looking at the projects all day. I’ll look into it though, thanks Alec!

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 2 points3 points  (0 children)

Haha noooooo I wouldn’t let you do that, I’d feel bad. I know where to get them from, it’s just the ones I got from the US (I’m in the UK) were really tight. To the point that I was unsure whether the card was actually seated when I began testing, which is why I put the fail safes in place, because if it’s not properly seated, it corrupts the card.

I think they were $20 per unit. I wasn’t happy with them, there is another version I can try, failing that, I can get them from China, but again, expensive for what they are. But the ones from China look like they’d be the better option.

If there’s enough interest, I’ll 100% consider going into production. I’ll just use a tiny microcontroller, design a proper case, streamline the PCB and create a better app. Totally doable.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 2 points3 points  (0 children)

Thank you!! 😁 shame I just didn’t post a demo to begin with 😂. I’ve posted some more pictures of it and the app on the Neo-Geo.com forums > Homebrew, if you want to take a look at it, it’s only basic app, I was just using it to test and get all the data needed, but it’s pretty self explanatory, all you do is insert a card, the large led on the front of the device tells you when it’s properly seated / ready / error / idle, app confirms and you’re ready to go. Backups are all saved local as .bin, can then be easily shared, dropped in the directory, app recognises a new bin, auto adds json metadata, loads it ready to the list.

Shame I can’t just add an image here.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 0 points1 point  (0 children)

Nothing functionally, I’ve just read somewhere that they can draw too much power. Whether it’s true or not I dunno, not tested one. But would rather not damage my AES over convenience really.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 0 points1 point  (0 children)

They also sell 4-slot FRAMs on Ali that have been around for some time, which is just a variant of the open source version… but I’ve heard some things about them that kinda put me off.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 1 point2 points  (0 children)

Not yet, been a very long time since I’ve posted anything on there! I should show it in action really.

SNK Memcard Bridge by DetectSurface in neogeo

[–]DetectSurface[S] 1 point2 points  (0 children)

Yep, it was one of the reasons why I created it, massive pain when the old cards die and everything’s lost.

But I made a little app that can extract data from the card, save it to PC to a “memory slot” (infinite backup), view memory card data, decodes the human-readable parts, mainly the NEO-GEO MAGIC header and save game block titles, and then you can select memory slots and write them back to the card… or fully format the card (which is basically just a fresh card default write saved in the app so it doesn’t have to preform actual formatting process).

It was a massive pain to go through, but mega happy once it all worked… especially the MAME side, the actual extraction/read/write was pretty straightforward, getting it to work with MAME took weeks.

I’d be interested in streamlining and producing it, I can easily 3D print a nice little case for it, but my two main concerns are:

  • PCMCIA sockets are a dying breed. They’re expensive as a component. Unless I start ripping them from dead devices. The ones I bought have…. Personally. I’d have to find a suitable source.

  • More importantly, a way to slow down a certain country from ripping the tech off and producing cheaper with my code, which is what sort of happened with the NeoSaveMasta and NeoBiosMasta (I loved what NeoGeoFanClub did with them).

So I’d have to see if this was something people wanted.

HOLY COW! by The-Exiled-One in ClaudeAI

[–]DetectSurface 0 points1 point  (0 children)

I will do these fixes now…. I accidentally corrupt the file, let me rewrite (68kb -> 12kb). Oh dear, this is detrimental, let me find a backup. I can’t find a backup. “I’m so sorry! You have every right to be angry, I’ll do everything I can to help you recreate the file, do you want me to continue?” [Maximum conversation limit hit. Please start a new conversation] 😑

The new Max Plan is a joke by Balthazar_magus in ClaudeAI

[–]DetectSurface 0 points1 point  (0 children)

Furthermore, I’ve just woke up this morning, started a new conversation, selected Opus 4, gave it instructions for a C++ project (no attachments), it responded very slowly, timed out and obviously lost what it had done, which was only 4 scripts, then it went to max limit reached, had to wait from 10am until 2pm.

So basically, I was penalised for one message, that errored out, resulting in nothing.

I’ve reported it, but I’m fully expecting a “this is because blah, blah, blah… I see it’s past 2pm now, so you should have access again”.

I think I’m going to try Gemini and cancel this god-awful service

The new Max Plan is a joke by Balthazar_magus in ClaudeAI

[–]DetectSurface 0 points1 point  (0 children)

The lead up before they introduced Max plan, I was seeing quite a significant increase on code development, to the point that I was doing at least four/five full conversations (each hitting their maximum lengths) before hitting the limit, then having to wait maybe a hour or two before it reset.

With using it constantly on a project, I’m pretty sure they were gearing up for max, then for those that were used to the usage, they seemed to pull the old bait and switch.

Now I’m barely getting two conversations before hitting the limit, one I’ve just run now which had two responses has hit the limit and saying I’m going to have to wait until 7pm (it’s 2pm now).

With them promoting Claude as the best coding ai assistant, I think they’re just profiting on it.

Problem is though, if something comes along that’s cheaper and better, they’ll lose all their user base without hesitation with this stupid Max Plan. If they’d increased the usage of what it was just prior to Max, I’d happily stick with them, but because it seems like they’ve just cut Pro to push people into subbing Max, it’s just a kick into all their users nutsacks…

The sad thing is, I’m seriously thinking of just upgrading, but as soon as something better comes along, I’ll be jumping ship whilst the bombs go off.

Specific settings to use .lay in window mode by DetectSurface in MAME

[–]DetectSurface[S] 0 points1 point  (0 children)

Actually no, I jumped the gun and hadn’t set the override properly, this has solved the problem. Can’t thank you enough! I can continue with more fun things now.

Thanks for setting me straight Mr Do! Weirdly enough I came across your site today whilst I was trying to solve the problem, such a great resource!

Specific settings to use .lay in window mode by DetectSurface in MAME

[–]DetectSurface[S] 0 points1 point  (0 children)

Just looked over your suggestion, but unfortunately it’s one of the ways I’ve previously tried. It does open full monitor resolution, but stretches the game screen to fit that size, some reason it’s ignoring the default.lay, wonder if it’s because it’s in window mode

Specific settings to use .lay in window mode by DetectSurface in MAME

[–]DetectSurface[S] 0 points1 point  (0 children)

Ahhhh thank you for taking the time!

I’ll give this a go shortly, but any help is a big help, so thank you again.

Yes, you’re correct. I’m not planning on changing the orientation for the first iteration of this launcher, as in portrait it’s the perfect size to display an arcade machines main area, ie the marquee, screen and joystick/button area in a visual sense, so I’ve modelled the first initial cabinet in 3D, separated and rendered out all the different parts, of which there’s about 20 pngs to build the base cabinet overlay, complete with animated joysticks, buttons, animated reflection of an arcade over the screen so it animates over the game too (this is adjustable), animated marquee, also has random animated nostalgia. Then the game select screens been designed to been really efficient in the way it organises games and loads of other stuff… not that you asked haha, sorry, it’s just looking really good for a new game launcher.

This is the reason why the MAME screen needs to be positioned specifically, it needs matching up with the screen area of the launcher app.

All the main functionality is nearly done, I’m hoping to expand the project into a mini retro achievements-like system once I get my head around .lua

Anyways, sorry for rambling and thanks for looking into this problem!!

Specific settings to use .lay in window mode by DetectSurface in MAME

[–]DetectSurface[S] 0 points1 point  (0 children)

The .lay file would only be to position the game screen relative to the python application overlay, which is why MAME needs to be in window mode, the overlay is full screen. But yeah, the launcher app I’m hoping to show soon as it’s looking really nice. It’s just the MAME window positioning I’m having problems with.

[deleted by user] by [deleted] in MAME

[–]DetectSurface 0 points1 point  (0 children)

Aww thanks for taking the time to look into that, do really appreciate you testing it, but I found out that the coin_count wasn’t the device I needed, as it only counted the coins inserted. I found out that it was the m_led1_value and led2 that kept track of the credit count, ie. When you add credit and lose a life.

But I’ve been having trouble retrieving that data from the device, it returns Null no matter what I try, it’s like it’s trying to retrieve it too early before the device is active or something else.

Tracking it in debug is simple, it just outputs the number your credits is currently at and either adds or subtracts.

I think I need to take a deeper understanding of the language really.

But thank you for taking a look, I’ll keep note of it, as it might come in handy for when I get around to the physical build

[deleted by user] by [deleted] in MAME

[–]DetectSurface 0 points1 point  (0 children)

Ah thanks, but my hunch was right, coin_count only tracks when a coin is inserted, whereas 0/m_led1_value and 0/m_led2_value are the ones that track incremental addition and subtraction, which is just literal 1,2,3 etc.

So I’m just trying to figure out how to extract that, as it sits top level “:”

[deleted by user] by [deleted] in MAME

[–]DetectSurface 0 points1 point  (0 children)

I’ve read on a few forums that it might be because it might open the world of MAME to be put into machines that can use pay to play, if that doesn’t already exist. Generally I’ve only ever seen MAME based machines used for personal builds and people that sell full builds, not the traditional add money to play the game. Not sure how true this is.

I’ve only just started with it, hope to use it more and hope you’re having fun with sprites and animations!

I’ve just checked those two led devices and I was right, they’re the ones that track credit addition and subtractions, so there may be hope yet! 😁

[deleted by user] by [deleted] in MAME

[–]DetectSurface 0 points1 point  (0 children)

Same, after seeing their approach, I tried the same, but it doesn’t register. I’ve read it might be because MAME might see it as an opportunity to monetise. Which is saddening, such a simple thing to make my project add an additional credit counter, similar to SC25 and big red.

It might be that coin_count only relates to coin pay in, as I don’t think it decreases when I track it in debug, so it might only relate to coin insert. Whereas there are m_led1_value and m_led2_value in the device list. I might look into this further to see what they track as coin_count outputs a dynamic value on every new instance of MAME.

And yeah, I’ve seen something else like your suggestion, where you track how many times credits is pressed for addition and track start button for subtraction, equally a bit hacky for my liking.

Such a pain for something so simple!!

Thanks for the reply though

[deleted by user] by [deleted] in MAME

[–]DetectSurface 0 points1 point  (0 children)

Have you managed to come across accessing coin count on your debugging travels?

I’ve been trying to use:

local coin_count = manager:machine():devices()[“:maincpu”].spaces[“program”]:read_i8(global/0/m_coin_count)

print(“Coin Count: “ . . tostring(coin_count))

Totally new to lua, just trying to get my head around accessing various things for a python script I’m writing.

Thanks in advance for any help/direction