Message from @M4Gunner
Discord ID: 429503115541348364
Reminder that it's 2018 and we still have AAA games where objects fall through the floor or pass through walls because of bad math.
Ha, I'd love to know more about what causes issues like that. Because in Doom editing you would never have that happen unless it was very clearly your fault as the mapper
And yet in Doom 2016 we still have floordeaths
I remember a game developer giving his account on a Playstation 1 game; how they couldn't figure out why the character was falling through the triangle mesh in the floor. So they just changed it so all triangles are scaled up before calculating, so they all overlap.
how about the PS1's (unintentional)polygon warping? is that affected by low precision?
You mean the textures?
maybe its just texture warping, but it appears as if the shapes themselves are bent and jagged
I think the PS1 only had fixed point math for vertex transforms.
And the textures was because the GPU didn't have hyperbolic interpolation (or "perspective-correct texture mapping".)
Because it requires doing one division per each pixel.
But hey, it's a charming characteristic, just like the sprite flickering on the NES.
spriteflicker is just the programmer crying out in poverty
I wish somebody would make a AAA game today with a PS1 filter.
Does it have to be AAA?
Jus tlike Capcom made the new Megaman with a spriteflicker option.
Theres some new 90s style fps coming out with many lo-res gfx settings
Yes, AAA, those super realistic graphics that cost hundreds of millions of dollars to make.
Just for the lulz.
I just tank the resolution for that
Far Cry 5 with PS1 graphics glitches.
I'm into it, as long as there's options for more modern clarity. but if your marketing angle is retro graphics in 3D, youre wasting millions in art budget for 4k textures
so you'd have to draw the line somewhere for all sorts of different things. You want AAA modeling with 64x64px textures and 256 indexed colors?
Would you rather have something that worked in ENBoost so you could run it over any AAA game?
Or do you want the designers to adhere to the aesthetic as sort of a religion
Personally I'm into sprites in 3D, pushing hundreds+ of sprites at once, and mixed low and medium res textures, with lots and lots of flashy effects, and I don't need any sort of realistic physics or complex hitboxes. Modeling is too expensive
there's also an added difficulty that comes with playing at the lowes res with the fx maxed out, for sure scoreplayers are gonna turn all that s††† off
I like Doom2016's Chromatic Aberration but they need an option to turn it way up
Some (newer retro indie) 2D games have an option for EGA palette, or NES GameBoy etc palette, imagine someone going far as to make a 3d game with a graphics mode to mimic ps1, n64, and saturn respectively? what a mess
and then the purists come in with their hardware tests to shame if you get forget to add some weird erroneous behavior
Assembly: the circlejerk
you couldnt even form a semicircle with the number of people here interested in assembly
what's your aversion? It's not a growing problem f†††ing up your life or your loved ones, so its definitely not cancer
someone's butthurt
only cause i have an intestinal condition
@Deleted User This is another one, one more to go.
```
.data
print: .asciz "%d\n"
scan: .asciz "%s"
inW: .string ""
.text
.global main
main:
push {fp, lr}
ldr r0, =scan /* r0 <- &scan */
ldr r1, =inW /* r1 <- inW */
bl scanf /* calls scanf */
ldr r2, =inW /* r2 <- inW */
mov r1, #0 /* r1 <- 0 */
loop:
ldr r4, [r2] /* r4 <- *r2 */
mov r3, #0 /* r3 <- 0 */
cmp r4, r3 /* compare r4 and r3 */
beq loop_end /* branch to loop_end if r2 equals r3 */
mov r3, #1 /* r3 <- 1 */
add r2, r2, r3 /* r2 <- r2 + r3 */
add r1, r1, r3 /* r1 <- r1 + r3 */
b loop /* branch to loop */
loop_end:
ldr r0, =print /* r1 <- addr_print */
bl printf /* calls printf */
pop {fp, pc}
```
Are you using an ARM simulator and if so which one?
no simulator
Is there something you use to get code onto it quickly besides swapping out SD cards? Or you can use USB?