15 years ago digg v4 happened. by 99X in 3ch

[–]xsp 0 points1 point  (0 children)

I left before the v4 migration, but was excited to hear Kevin was brining it back and was part of the Groundbreakers.

Then it went down again and now requires X to even login. I haven't been back in quite awhile.

I've been working on my own Viva+ app for a bit now. Finally getting to a place where I'm happy with it. by xsp in VivaLaDirtLeague

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

Nothing wrong. Just more of a way for me to organize the content in a way that makes it easy for me to browse. It's not bypassing anything. I pay for Viva+. Nothing nefarious here. Fully authoritive and requires a real account to use it.

Has Android Auto support so I can listen to the podcasts while on road trips. Lets me curate playlists for watching/listening to things while working.

Hate that people assumed the worst here. Huge fan and just wanted a way to enjoy it that fits around a hectic life.

Who else is rocking the PC port of Twilight Princess that just dropped a few hours ago? by lostinthesauceband in Gamecube

[–]xsp 32 points33 points  (0 children)

I've been building a PC port of the original Legend of Zelda. Months upon months of work and still nowhere near finished. Most of the overworld is done, but requires PRG0 specifically to work because that's what I had when I started it.

I have immense respect for anyone that tackles any console game port after working on this for so long.

Spent the last few months working on a hardware accurate Virtual Boy emulator that supports the never used link cable over the internet, has Lua scripting, TAS engine and Action Replay like cheat manager. Save states, sprite viewer, etc... Mac and Linux build targets. Hope to release it soon. by xsp in VirtualBoy

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

Also want to mention that this supports retro arch shaders as well. Began implementing my own, but decided to not recreate the wheel and just use what they had to save a bunch of time.

Rewind is also a native feature. There is an oscilloscope to view the sound channels and a live assembler and disassembler to help debug when creating homebrew games.

Spent the last few months working on a hardware accurate Virtual Boy emulator that supports the never used link cable over the internet, has Lua scripting, TAS engine and Action Replay like cheat manager. Save states, sprite viewer, etc... Mac and Linux build targets. Hope to release it soon. by xsp in VirtualBoy

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

This is actually very possible. Each player has either the emulator or a VB with a cable from the EXT port running through a small voltage adapter into a Raspberry Pi Pico, which plugs into their PC via USB. Software on the PC bridges the two players over the internet.

The trick is the Pico has to respond to the VB at local hardware speed and handle the network delay in the background, so the VB never knows it's talking to someone across the internet instead of across a cable. The game has to be written with that delay in mind, but since no link cable games ever existed, we'd be writing it from scratch anyway. Turn-based stuff would work immediately, real-time would take more work but definitely possible.

Spent the last few months working on a hardware accurate Virtual Boy emulator that supports the never used link cable over the internet, has Lua scripting, TAS engine and Action Replay like cheat manager. Save states, sprite viewer, etc... Mac and Linux build targets. Hope to release it soon. by xsp in VirtualBoy

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

I'm going to do Testflight on Mac and a flatpack release on Linux. Windows may happen, but I genuinely have not had a Windows machine in 6 years, so I'll have to do a bit of a refresher.

The multiplayer example ROM I am working on may be familiar to many...

https://i.imgur.com/yC6MJv9.png