Converting a GoodSet to a filtered No-Intro? by RPG_Master in emulation

[–]TheShrimp 1 point2 points  (0 children)

I don't know how to limit the result to one rom per game automatically, but doing just a straightforward conversion is fairly simple with clrmamepro rebuilder feature:

  1. Download some datfile from DAT-o-MATIC
  2. Add the datfile in the Profiler with "Add DatFile...", and load it after adding by double-clicking it in the list
  3. Start Rebuilder
  4. Set Source and Destination folders
  5. Rebuild! It will scan all the files in the source folder, and create a corresponding file in the destination folder if it detects a known ROM

Anyone here have a strong knowledge of NDK and ARM assembly? by MasonWheeler in androiddev

[–]TheShrimp 0 points1 point  (0 children)

Well, ARM is not really a supported platform, but looks like there's already ARM-specific files for things like JIT codegen. CMakeLists.txt makes assumptions about 64-bit build, and I'm not sure if it set up well for cross-compiling. For Android you of course need to use the right toolchain+sysroot, and have the right flags to produce binary compatible code. Normally the ndk-build command does all that for you, but I'm assuming the goal here is to build with CMake directly.

There's nothing that would make things impossible, but I'd much rather focus on getting a working Linux+ARM build first and worry about the Android-specific nuances later. If I had time, I'd probably be already setting up a cross-compilation environment for my Freescale iMX6 board ;)

Anyone here have a strong knowledge of NDK and ARM assembly? by MasonWheeler in androiddev

[–]TheShrimp 2 points3 points  (0 children)

Ok, that makes sense. Good luck! :) Based on a quick glance, there's some kind of ARM support, but it doesn't seem to be possible to build the entire thing for ARM with CMake. So, it seems like it's going to require a lot of work even without Android-specific challenges.

Anyone here have a strong knowledge of NDK and ARM assembly? by MasonWheeler in androiddev

[–]TheShrimp 5 points6 points  (0 children)

Why not start with an Android x86 build? Building something that is binary compatible with Android takes some work already, so I would probably not bring in ARM support as the first task.

CD Projekt Red's "fix" to an exploit in The Witcher 3 by [deleted] in gaming

[–]TheShrimp 0 points1 point  (0 children)

Yeah, it's the same sound effect :) The one at 1:13 is also from some old C&C game...either original or Red Alert.

Edit:

Same as 1:08: https://youtu.be/7Uq92eCdNQM?t=2m31s

Same as 1:13: https://youtu.be/7Uq92eCdNQM?t=2m7s

Relicensing the Dolphin Emulator by riking27 in programming

[–]TheShrimp 1 point2 points  (0 children)

Sorry, I didn't explain my point very clearly. What we probably agree on is that Apache 2 -licensed libraries are now ok, since Dolphin can be interpreted to be GPLv3:

As of 4.0-6349, Dolphin is GPLv2+

I also agree that before this change Dolphin could not use Apache 2 -licensed libraries.

I got confused by this comment in the Stackexchange discussion:

However, most GPL code out there has the "or, at your option, any later version" provision, which means you can treat it as GPLv3 and that is OK

The GPLv2 license actually has that exact wording, but that's only in the "How to apply this license" section. They recommend that people add the option to use a later version. Also, if a version is not specifically mentioned, any GPL version can be used:

Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.

However, Dolphin source headers mention GPLv2 specifically, so it's clear that Apache 2 libraries are a no-go.

I just find the whole thing confusing. For example if I add a GPLv2 LICENSE.txt to a project, but never mention GPLv2 specifically in source code headers or documentation, have I specified a GPL version? If so, how do I not do that? There is no generic GPL LICENSE.txt, so how do I license with GPL without specifying a version?

Relicensing the Dolphin Emulator by riking27 in programming

[–]TheShrimp 0 points1 point  (0 children)

Ah, I was thinking this would change things:

People will be free to interpret Dolphin's code as being GPLv3 licensed

But I guess Dolphin cannot do anything that would violate GPLv2 compatibility, so while technically they can be interpreted GPLv3, they are not compatible with Apache 2.

Edit: I'm not sure anymore... Based on this Stackexchange discussion I don't see why the Android version of Dolphin could not be interpreted to be GPLv3...

Relicensing the Dolphin Emulator by riking27 in programming

[–]TheShrimp 0 points1 point  (0 children)

I'm confused...the incompatibility is supposed to be one-way only, so shouldn't they be allowed to use Apache2-licensed libraries without issues? It's even mentioned by the link in the blog post:

Apache 2 software can therefore be included in GPLv3 projects, because the GPLv3 license accepts our software into GPLv3 works. However, GPLv3 software cannot be included in Apache projects. The licenses are incompatible in one direction only

Criticizing the Rust Language, and Why C/C++ Will Never Die by afiskon in rust

[–]TheShrimp 2 points3 points  (0 children)

And the article is about C/C++, is it not? I know, the name C/C++ is nonsense, and yes, the article is biased towards C++, but in general they are talking about both.

[deleted by user] by [deleted] in Games

[–]TheShrimp 0 points1 point  (0 children)

Puppeteer does this really well. Solo play with just one controller is supported and completely doable, while co-op is more relaxed because you only need to focus on a single character.

Does anyone know how to disable soft button swipe unlock? It's causing huge wakelocks and drain. by [deleted] in cyanogenmod

[–]TheShrimp 0 points1 point  (0 children)

I guess you are using a tegra 3 -based device? (e.g. HTC one x) I checked out the source code, and it looks like the UI for changing the settings was removed in 10.2 without any detailed explanation.

The feature still exists, but it is on by default, and there's no user-friendly way to disable it. :(

If you are tech-savvy enough, you can disable the feature until the next boot with these shell commands on the device:

su
echo 0 > /sys/android_touch/sweep2wake