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/vr/ - Retro Games

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>> No.8403915 [View]
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8403915

>>8400436
Thanks Bjarne.

>>8400619
I guess we have the ability to compare them now.

>>8400623
>The hell did they get names from?
They're just standard math terms and Japanese words.

>Was there debugging info in the release build?
There was debugging info in the debug GC build. As well as various source headers. But the decomp team isn't allowed to read the latter.

>did autists go through and reverse engineer and name everything?
Yes. That's what this thread is about.

>>8400637
Demand for mods is not the same as demands for mods running on original hardware.
It's cool if they can but I think most people would rather have a non-native mod over no mod at all, or even having an incompatible mod rather than one which has been reduced in scope just to be compatible with console.
From my perspective it's a no contest. I respect the effort it takes to target limited hardware. But I'll likely be more impressed with something that is made without decade old limitations.
Simplest example being something like a mod which uses modern network interfaces rather than someone making something compatible with the randnet cart. Don't get me wrong, the latter would be cool from a technical perspective, but you have to admit even a modest modern PC offers a developer near limitless capabilities compared to the N64.

Semi related to what >>8402098 is saying.
Rather than dump all those man hours into getting the game running at a higher FPS on console (which would be cool), spend that time on the PC port which even more people can extend/build on top of and execute without compromise, hacks/tricks, etc.
The way forward seems cooler than retrofitting/backporting ideas (imo) But both are neat.

I just don't think anyone is out there going "that mod is cool, but I won't play it unless it's console compatible" for any reason other than like, maybe they don't have the means. But that's going to be more and more unlikely over time as people re-make + extend the game for modern devices.

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