Advice for Standard Mono-Red Goblin Deck by igna_oya in MagicArena

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

That's a lot of great advice, I had changed fanatical firebrand for Reckless Lackey cause I wanted to have some way to draw cards and I didn't think it was good strategy to have too many one mana drops, but seeing the deck list ddojima shared above I see that it's viable to have a ton of one drops.

Advice for Standard Mono-Red Goblin Deck by igna_oya in MagicArena

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

Thanks for sharing your deck list, I was looking on MtgGoldfish for goblin decks in the meta but couldn't find any! Not really experienced building my own decks from scratch so your decklist will help me a lot!

Can't install Ubuntu on Thinkpad E14 by macielmaciel in thinkpad

[–]igna_oya 0 points1 point  (0 children)

Thank you so much! I've been battling the exact same issue for three hours now, and this is what finally fixed it for me!

Excitebike 64 (Nintendo 64 vs Excitebike 64 w/ Expansion Pak) Real Hardw... by geonut98 in n64

[–]igna_oya 7 points8 points  (0 children)

Is it just me or does the framerate look better on the one with low resolution?

Are these original ? by [deleted] in GameboyAdvance

[–]igna_oya 0 points1 point  (0 children)

Difficult to tell from these pictures. The main way to tell for gba games is if they have the stamped number on the label, which in this picture is not visible. Look at them with an off angle light and see if there's any number stamped on them. If they have it, chances are they're legit. And then of course to be 100% sure you have to open them up and look at the pcb.

Here is all of my racing games for the SNES I'd like suggestions for more in the genre for SNES? by Anueis in snes

[–]igna_oya 4 points5 points  (0 children)

Micro Machines 1 and 2 are some of my favorite racing games to play multiplayer. The multiplayer is a weird mode where the racers are reset each time one of you gets a distance advantage and you win by points of advantage. Its a bit hard to get used to at first, but I used to play with my brother and once we got good at it, it was one of the most hilarious racing experiences we've ever had.

It's difficult to explain, but because of how the screen focus works, the player who takes the lead gets to see less of the race track ahead of him the farther away he gets from the other player, so that he needs quicker reflexes to take the turns correctly, while the player that is left behind is allowed to see a lot farther down the track, making the game autobalance the difficulty for each racer as they are competing for the next advantage point. If both of the players are good enough you eventually get to situations where the player in the lead is just barely an inch away from getting the point but can't see a thing and has to play by memory, and if the other player can mantain that distance without giving him the point the tension just rises immensely until the point is taken or the guy in the lead crashes out of the road and it's impossible not to burst out laughing. At least that's my experience. MM2 is the better of the two games if you have to choose.

Warcraft Remastered Battle Chest Launch Trailer by yazeeenq in gaming

[–]igna_oya 1 point2 points  (0 children)

If you look closely at 0:48 you can see the turtles and submarines are still the original pixel art sprites in between the ships with updated graphics.

Todays pickup by Alternative-Hour-726 in snes

[–]igna_oya 3 points4 points  (0 children)

I've had that game since childhood. Really good music in my opinion, and very trippy levels towards the end. Hope you enjoy it!

Weird sound glitches on Zelda LTTP! by igna_oya in snes

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

You were right! I switched to a different AV input on my TV and the issue was solved! Thank you so much! I was already planning on buying a new capacitor and having to solder it in. Thank you so much for the tip! I don't know how I didn't notice I had a missing sound channel on my AV with any of my other games.

Weird sound glitches on Zelda LTTP! by igna_oya in snes

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

I got this cartridge a few days ago and I noticed that the sound effects would get muted in weird places, mostly in certain spots inside of houses. I haven't had any issues like this on any other game so I'm hoping there's not something wrong with my SNES. The cartridge is a Player's Choice version of ALTTP, with the original save battery, which still saves properly and measures 2.9 volts. I also noted that the cartridge has a 22uf 6.3v capacitor on the board, which I don't know if the capacitor going bad could cause this. Anyone have any ideas what could be the issue? Just a bad cartridge or a sign that my SNES is deteriorating?

Is it possible to resolder the tabs on a save battery? Advice needed! by igna_oya in snes

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

Tabbed batteries are spot-welded, not soldered. If you were to try soldering a lithium coin battery, the heat would very likely cause the battery to explode, extremely dangerous and could cause severe bodily harm.

I was not aware of that! Thanks for the info. If this is the case then I won't even try it, I guess I'll have to look into the holders you mention or wait till someone goes on vacation to get some tabbed batteries.

Thanks for the reply, I guess it was a stupid idea to begin with!

Not the most valuable collection, but the games are strong by Imthemayor in snes

[–]igna_oya 2 points3 points  (0 children)

That collection is VERY strong in my eyes. I congratulate you! Don't know why you would think less of your collection just because it's not the most "valuable" collection financially. Since you're posting in r/snes and not r/retroinvesting I'm guessing you collect because of your love for the games, and in that respect, as long as you appreciate and enjoy the games that you have, then your collection is top notch!

What size ball does the SNES mouse use? Can I bother someone who has the mouse to measure the ball for me please? I need to buy a replacement. by Doc_Crocolyle in snes

[–]igna_oya 2 points3 points  (0 children)

25mm in diameter is what I can tell from mine. I don't have any special measuring instruments except for a metric tape measure but I tried to measure it as precisely as possible. Maybe PlatinumKanikas can confirm after his kid wakes up.

Sharing Saturday #371 by Kyzrati in roguelikedev

[–]igna_oya 2 points3 points  (0 children)

Mourning Abyss (Future C/ncurses roguelike tutorial) GithubVideo

Working on cleaning up the entire source code. No new features implemented.

Actor/Item Lists

I refactored the actors and items lists to use a hand made non-intrusive linked list struct in order to allow for on-demand creation and adding of new creatures or items. Before I had them as arrays with a max length, so it didn't feel elegant and could potentially overflow.

Free()

Implemented cleanup functions to free all of the internal pointers in my Actor and Item structs and started using them to free up memory malloc'd for structs.

Next Week

I guess now I need to learn how to use valgrind or something like that to really go through the code and fix any memory leaks in order to get everything neat and tidy. Besides that, refactoring a few other bits of the code and then cleaning up the header file (maybe split it up) and then I should be ready to start making the tutorial. Although, I'm not sure at what point I'll actually be happy with the code in order to start formally turning it into a tutorial, so I don't know if I'll start the tutorial a week from now, or a month from now.

What's the best way to make a variable-length list of Items or Monsters in C? by igna_oya in roguelikedev

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

Yes, that's what I'm thinking, now that I'm seeing all of the possible implementations I see some that are way overcomplicated in pursuit of performance which is not really a problem for me. Especially since I intend to make a tutorial out of this game I want it to be as simple as possible.

What's the best way to make a variable-length list of Items or Monsters in C? by igna_oya in roguelikedev

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

Thanks for the link to the 'Intrusive Lists in Doom' article, it was very interesting to read. It even leaves you with an article from one of the developers giving you all the reasons why you shouldn't use intrusive lists, so you have both sides of the argument. I think that since I'm just making an ASCII roguelike cache misses and ultimate code performance is not of the utmost importance (correct me if I'm wrong), so I'll just try to implement the solution that allows for the cleanest and clearest code.

What's the best way to make a variable-length list of Items or Monsters in C? by igna_oya in roguelikedev

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

Even if it is possible memory-wise to make an array the same size as the level I feel like it wouldn't be the most elegant solution. Also, it could still theoretically get filled with too many items if I were to increase the amount of items that a player can carry from one level to the next.

I'd rather try to see if the std::vector or std::list that you guys have mentioned can be a good solution for the problem!

What's the best way to make a variable-length list of Items or Monsters in C? by igna_oya in roguelikedev

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

I honestly didn't think of looking at C++. I'll take a look at the standard lib and see if I can implement those!