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  • xan1242@lemmy.dbzer0.comtoGames@lemmy.world•Retro Gaming Has a Port-Slop Problem
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    2 days ago

    There’s more questions to ask beyond “who is playing the recomps/decomps”

    Regardless of AI, these questions pop up:

    • What is the use case?
    • Is it worth spending my time and energy as a developer (or from developer’s perspective) doing this?
    • Who is this for? (Same question as before, yes)

    Even before the AI boom, I asked these questions. Some games are indeed an enigma (Sonic Unleashed is a perfect example), but a lot of others are just… there I guess.

    Don’t get me wrong, it’s nice to get a better version on PC with keyboard and mouse support and better graphics and undefined aspect ratios, that’s all fine. But you have to understand one thing and one really big thing - not all games need or even deserve this treatment. A lot of people are just fine with what an emulator offers already.

    If you think that “oh all of those features are impossible or really hard to do without a recomp” - think again. I can tell you from first hand experience as a reverse engineer and developer that you can do a lot of those things without doing a decomp (and especially a recomp). All on the original hardware’s limitations sometimes, too. It’s provably quicker and easier to do (some of) those hacks on top of existing games rather than recompile it.

    As for the “broken games in emulators but are fine in recomps” - those fixes and hacks should’ve been presented to the emulator project first because it can not only fix this one game, but sometimes fix others too.

    Ports onto platforms like PSP or iOS sure are nice to have, but be honest - it’s not the best way to play these games. It’s not even a good way to play it portably a lot of the times either. A lot of the times, those same people have other means to play them too. I don’t think most gamers even care about an hour or two of extra battery life playing the game because it’s more power efficient than running the emulator.

    The more and more you think about this, the more irrational it becomes to spend time and energy on doing these things.

    And to a certain degree - it always was. It was always a “just because you can” type of deal. Some were doing it for clout (even before AI, yes, there are talented people who also are obnoxious doing it), some for the love of the game, etc.

    Now - you just have a lot of people doing it for clout and opening up dono pages in ko-fi and patreon. To them, this isn’t a hobby. It’s a business venture. It’s a job. And that is where the spirit of doing this kind of thing is undeniably and truly lost.


  • That I can confirm firsthand. Recompiled code is just prebaked CPU instructions in another language that can be compiled. That’s all there is to it.

    So for modding, it’s only slightly easier technically as you have the option to inject code easier than on the emulated platform and providing facilities for the host OS to load them (dynamic libraries, which is a big benefit which most of the slop coders don’t fully understand how or why it is).

    For proper modding research, a decompilation (of the portions of the game you want to mod very extensively) is needed.

    For a simple aspect ratio and UI fix patch (and other simple improvements) - that is achievable on the original code itself via cheats/code injection (anything that has an FPU should work, PS1 and older are harder generally). You generally do not need a whole recompilation/decompilation for this kind of a thing.

    Sometimes even the original hardware without any performance boost can handle it, but most of the times this is where emulator’s overclocking and memory extension features come into play to help.

    Honestly, in my opinion, machine code hacking is not that hard. It takes way less time and energy to do it than this to achieve the same “improvements” with way lower barriers to entry.









  • Similarly how SilentPatch and the WidescreenFix fixes various bugs and adds improvements, mine does as well.

    As a matter of fact, I used to maintain ThirteenAG’s WFP for NFS. Now I’m focused on my own thing mostly. (Forked it off of it but barely any of the code is left lol)

    It’s called NFS-MultiFix. (I made one ages ago in 2017 for ProStreet but I’m reviving the project now).

    It’s a going to basically be an all-in-one thing. So, from basic things like a widescreen fix, to the added ability to change resolutions of environment maps and shadows, fixing clipped/popin shadows in Undercover, fixing crashes, fixing some crap gameplay features, resizable windowed mode, etc. Basically, making it a version of the game that it deserves to be on PC.

    It’s a genuinely pretty massive set of fixes spanning over 80 cpp/hpp files with about 500 lines of code on average. I made sure to optimize every nitty-gritty and I ended up with a smaller DLL size than the average widescreen fix while adding so many more features.

    I also have a design rule in place - it must do its best effort to work in every possible version of the game without crashing. This includes demo versions of the same games. (This sadly doesn’t count DRM but nothing I can do about that)

    That being said, I am currently focused on ProStreet (as I’m also the main coder in Team Pepega for the Pepega Mod) and I hope to make a release within the next year. It should be available for every Black Box NFS on PC (except The Run and World)

    If you wanna check out what I made so far, check out the Reformed mod for Undercover. I made an exclusive release for those guys because frankly, Undercover is the worst one out of the bunch (in terms of code).


  • Silent is a real cool dude. I’ve interacted with him directly and he’s always been helpful.

    I assume the code was closed only because it was a bit of a hodge podge he had to clean up. (Well, that and the GTA modding scene is a bit, uh, toxic, to say the least)

    I’m currently in a similar position for Black Box NFS games. It’s taken me over a year so far and I’m still not fully satisfied to release anything because there’s so much code to span over 6 (similar, but different) games.



  • It’s very good.

    Basically, there is one maintainer in the AUR (the name escapes me, jonathon I think it was?) who applies the necessary patches to the old NVIDIA drivers to make them run with a modern Linux kernel.

    Of course, there won’t be any Wayland support, but the experience is acceptable as long as you temper your expectations in terms of graphics API support. (No vulkan sadly)

    I hadn’t used it myself but I know a person who does and loves it. iGPU handles Wayland stuff while the NVIDIA is there for the heavy lifting in Xorg.