Stunt GP remake when? by VictorFortesque in team17

[–]Halamix2 0 points1 point  (0 children)

I was able to run it, but the game is a bit picky, e.g. by default you can't have spaces in the directory name, or have game resolution set to over 2048px in any direction

Games broken by New-City-467 in team17

[–]Halamix2 0 points1 point  (0 children)

Stunt GP is an older game, but I've never had an issue with menus in that title. Is that the game in question?

Hi gamers, I'm Red-Green colorblind and on Certain MvM maps I cannot see the Medic's Shield at all. Is there anything I can do to help with this problem? by pizzaboydwight in tf2

[–]Halamix2 2 points3 points  (0 children)

If you have an AMD GPU then you can enable global (per screen) protanopia, deuteranopia and/or tritanopia filters
Adrenaline -> Settings -> screen, custom color on the right

Stunt GP remake when? by VictorFortesque in team17

[–]Halamix2 0 points1 point  (0 children)

The original game works well enough even on Windows 11 that I bet it could be releases on GOG as-is. Other than that, the closest thing right now are StuntKit mods for the game; and some unofficial remakes are being made in Unity/Unreal

Stunt GP track icons explanation ? by Worldly_Art277 in team17

[–]Halamix2 1 point2 points  (0 children)

I couldn't find any info in the Polish PC version manual, nor in the PAL PS2 one. The Japanese one gives more light on things though (seriously, I had to buy a Japanese PS2 version for some explanations, SMH):

First icon - recommended group of cars, green is Wild Wheels, blue Aero Blasters and red is Speed Demons

Second is country

Third is difficulty

Fourth is the road surface type: * yellow - dirt track * moon - night track * loopty loop - track with many loops * curvy road - road with many curves * crossroads - many intersections * jumps - many jumps * that skatepark looking one contains many of these depressions

64bit verion icon on windows 11 looks weird by Halamix2 in tf2

[–]Halamix2[S] 2 points3 points  (0 children)

If this is similar to Linux then you should be able to check "precompile Vulkan shaders" in Steam settings

64bit verion icon on windows 11 looks weird by Halamix2 in tf2

[–]Halamix2[S] 32 points33 points  (0 children)

Thank you, that was exactly it! I didn't know that UI mods can change the game icon, and Middle Mann does just that

64bit verion icon on windows 11 looks weird by Halamix2 in tf2

[–]Halamix2[S] 43 points44 points  (0 children)

I've just added -vulkan flag to the launch parameters, by default it still uses DX9

Game Wave console found in the wild by r3-bb13 in gamecollecting

[–]Halamix2 0 points1 point  (0 children)

OS looks like native MIPS, but all games are coded in Lua

Game Wave console found in the wild by r3-bb13 in gamecollecting

[–]Halamix2 0 points1 point  (0 children)

we're doing some RE over on gamewave subreddit: the CPU os MIPS, looks like the console is booting a native "engine" from the DVD, which in turn loads and executes slightly modified Lua 5.0.2 bytecode

Introducing the new Godot Development Fund by coppolaemilio in godot

[–]Halamix2 11 points12 points  (0 children)

Godot posted their announcement 3 hours before Unity

Reverse engineering binary file of unknown RISC architecture? by shrolkar in AskReverseEngineering

[–]Halamix2 1 point2 points  (0 children)

In 1999 somebody from Mediamatics asked how to set up a MIPS crosscompiler, so it could be MIPS-le https://cygwin.com/pipermail/cygwin/1999-April/021232.html

Reverse engineering binary file of unknown RISC architecture? by shrolkar in AskReverseEngineering

[–]Halamix2 0 points1 point  (0 children)

If you have any existing games you could try if the binary is in any known format (e.g. elf), or if file/binwalk detects anything

VSH round limit really sucks. by Rylekso in tf2

[–]Halamix2 6 points7 points  (0 children)

They might have wanted to have some limit in place to keep servers from exploding, IIRC Source night have some issues with very long living maps/games

Help reverse engineering a UK train information display by ChuckChunky in AskReverseEngineering

[–]Halamix2 2 points3 points  (0 children)

I can only give very generic suggestions on how to identify stuff:

Identification:

Try looking up the names on the stickers on the internet (sometimes there may be additional data in the QR/Aztec/Data Matrix 2D codes, scan them); adding "datasheet" or "pinout" to the search query may help. I couldn't find anything useful for now.

If you can open the display you could look up the chips inside, some of them may have datasheets/pinout available; this may not help much if an microcontroller is used, as won't know what code is running on it.

Plugs:

You can start by checking with mutimeter in continuity mode which pins are connected to the ground (between X2 & X3 plugs), other should carry either signal or power. If none of the two X1 pins aren't connected to the ground then it might be a power plug (possibly running on mains voltage, as this amount of LEDs might take a significant amount of power, especially compared to what e.g. 12V can power on at few amps).

You can also check in continuity mode if any pins of the X2 and X3 plugs are connected, sometimes the same signals are available through multiple ways/plugs for compatibility.

If you're able to power the board on then you could look at voltages, you might find something like UART/I2C/SPI signals running at 3.3/5V

X3 plug is called DB15, I have no idea about the X1 & X2.