But enough talk, meow at you!
xan1242
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.
But... that's Master Chief from Halo and not Solid Snake...
Although he can also do Solid Snake.
That was Gianni Matragrano, the one who runs the channel.
He is an excellent voice actor.
I probably misremembered something then, 390xx it is then.
But whatever it may be it is in the AUR 100%.
For PSP development, PPSSPP can be very good if configured correctly and you know how to use it.
You can debug on a PSP using psplink but compared to PPSSPP it's a nuisance to do it every single time. Plus, using a GUI debugger is way nicer anyway.
What really fascinated me was Sony's approach. For all intents and purposes, it was on par with the PS2 or even better (because of more memory).
Yeah sure, the VUs coupled with the GS throughput were better for graphics processing than the Media Engine in the PSP, but the devil is in the details.
But unlike the PS2, it has a real OS that is capable of loading modules and even do some fake multitasking! This was groundbreaking for the time and this is what made it so magical for homebrew IMO.
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.
Unironically, the best bet for them is nvidia 540xx drivers on the AUR with an LTS kernel.
Yes, both Yuzu and Ryujinx were open source.
Ryujinx is licensed under MIT and Yuzu is under GPLv3.
Chart
windows.h without NOMINMAX be like
"hippity hoppity words min and max are my property"