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#1
I updated the game to add virtual buttons for touchscreen-only devices.
The game now also defaults to WebGPU (and reverts to WebGL2 if not available), which should provide a healthy performance boost on mobile phones and elsewhere :)

#2
Yeah sadly 3-D Tetris just wasn't released on the right platform. (the same could be said for its other games)
It felt just like some generic attempt at a 3D tetris sadly, i hope to somewhat improve on that perception at least for my attempt.

I'm relieved that you like the graphics at least :P
I still have more ideas to make it look more pleasing.

(And make it playable on phones, somehow)
#3
PC, Mac & Vintage Computers / [CW10AGJ] Blocks 3D (WIP)
November 09, 2024, 01:46:55 PM


Description

Blocks 3D is a variant of 3-D Tetris for web browsers/WebGL !
I thought just having a 2D puzzle game with 3D graphics (which Cascade FX was) was boring so felt to mix it up a little bit.
You can move, rotate the puzzle piece and move the camera in full 3D.

Our hero wants to challenge a few opponents at puzzle games and be the very best at it.
Prove your skills !

Note that the game is still in development so there are some placeholders and missing elements.

How to play

QEADWS keys to rotate the current piece
Cursor key to move it
F for Fast drop
Space to drop piece

If these aren't to your likings, you can remap them in the menu.

Screenies







Play

Link : https://gameblabla.github.io/Blocks3D/
#4
Contests / Re: CodeWalrus' 10th Anniversary Game Jam
October 25, 2024, 07:10:25 PM
Awesome, i hope to take part of it. I should have a game ready by next month. You guys haven't done a contest in a while now (besides the 4x3 one that i participated in)
#5
I actually found my solution to my issue though.
This is the fix for it :
sprites_current_frame_[a] += 1 / ( (Get_Refresh_rate * seconds) / (double)(frame_end-frame_start));
It shouldn't be set to this value because sprites_current_frame_[a] is a double then converted to an integer.
So in my case, i have :
Get_Refresh_rate = 144 (frames per seconds)
seconds = 0.25 (in seconds)
frame_end-frame_start = 9 (the number of images to display one by one)

The function's purpose is to display all 9 frames by 0.25 seconds given a framerate of 144 FPS.
This function is executed every 1/144. When i realized that, it clicked on me : )

I guess i should have explained it.

Solved
#6
Hello guys,
so let's assume we have a display refresh rate of 144hz and i want to display a sprite with 9 frames in 0.25 second.
Now if it was 1 second instead, it would take 16 frames to update the sprite's frame by one.
In this case, it would take only 4 frames before it updates the sprite's frame by one.
I also want it to also work for a display refresh rate of 60hz.
So in the case of 60hz, it would take 1.66666666667 frames instead to update it.

My sprite function looks like this :
void Put_sprite_top_left(uint_fast32_t a, double top_left_x, double top_left_y, int w, int h, int frame_start, int frame_end, int loop, double seconds)
{
 SDL_Rect position;
 SDL_Rect frame;
 
 position.x = (int) (current_internal_resolution_width * top_left_x);
 position.y = (int) (current_internal_resolution_height * top_left_y);
 position.w = w;
 position.h = h;
 
 if (!(sprites_current_frame_[a] >= (double)frame_end && loop == 0))
 {
 if (sprites_current_frame_[a] < frame_end)
 {
 sprites_current_frame_[a] += ((seconds)*(double)(frame_end-frame_start)) * (1.0/Get_Refresh_rate) ;
 }
 
 if ((sprites_current_frame_[a] >= (double)frame_end && loop == 1) || (sprites_current_frame_[a] < 0.0 && sprites_current_frame_[a] == 0.0))
 {
 sprites_current_frame_[a] = (double)frame_start;
 }
 }
 
 printf("sprites_current_frame_[a] %f\n", sprites_current_frame_[a]);
 
 frame.x = (int)(sprites_current_frame_[a])*(w);
 
 frame.y = 0;
 frame.w = w;
 frame.h = h;
 
 SDL_RenderCopy(renderer, texture_library_memory[a], &frame, &position);
}

Of course it is wrong...

See this line in particular
sprites_current_frame_[a] += ((seconds)*(double)(frame_end-frame_start)) * (1.0/Get_Refresh_rate) ;
How can i fix this ?

Thanks
#7
Consoles / Hardware revisions for video game consoles
January 01, 2020, 04:49:48 AM
Consoles over their lifetime are getting new revisions with often improvements or in some cases downgrades compared to their earlier motherboard.

For this thread, I thought I would take a look at several consoles and their hardware revisions.
Many of which had been infamous for these and I want first to take a look at the Playstation 3 first.
(Next will be the Megadrive/Genesis)

Playstation 3

The PS3 had many board revisions with 3 significant ones : "PHAT" models, Slim, and Super Slim.
We'll start with the PHAT models.

Phat / Fat


These were the very first major revision released by Sony and the first minor revisions featured some sort of backwards compatibility with PS2 games as well.
The downside is that the PS3 had enormous power consumption, even compared to the first Xbox 360.

CECHAxx



This was the first model released in Japan in November 2006.
It features all of the bells and whistles : OtherOS support (until it was later removed), Full PS2 backwards compatibility, Super Audio CD support, onboard Wi-fi, 4 usb ports and an MMC reader.

It came with a 60GB hard disk that can be upgraded and has an onboard NAND chip of 256MB.

The Cell and RSX chips have a die process of 90nm. As a result, this is the most power hungry PS3 out there, which can max out at 380W and 200W in average.

CECHBxx

Also released in November 2006, this is similar to the A revision but it does not have Wi-fi or an MMC reader and its HDD is only 20GB. Power consumption is similar. (if no Wi-fi is being used)

CECHCxx



This is the PAL revision that appeared at the PAL launch of the PS3.
Gone is the Emotion Engine, which is now being software emulated instead.
These consoles are known as "Partial compatible" consoles and according to an analysis by My life in gaming, they feature better graphical output than the full backwards compatible models in PS2 games.
The downside is that more games are incompatible and flat out won't work or will have more issues.

These models still retain the MMC, Super Audio CD support, and other features from the A revision.

CECHExx
A later revision that came with a 80GB hard disk in North america and Japan. It is otherwise similar to the A revision.


CECHGxx

This is the last major revision to the Phat models and features several changes.
Gone is the PS2 backwards compatibility, Super Audio CD support, MMC reader, and 2 of the USB ports.

The Cell processor die shrank to 65nm. (RSX chip still unaffected)

As a result, the power consumption drops to about 40W and much lower when in load (280W).

It also came with a 40GB hard drive and still comes with the 256MB NAND chip.

CECHHxx



Similar to the G revision except that it now comes with a NOR flash chip of 16MB with most of the firmware now stored on the HDD.

CECHJxx / CECHKxx / CECHLxx / CECHMxx / CECHPxx / CECHQxx



Similar to the H revision but features a 65nm RSX chip. Power consumption drops by 50W in normal usage.

K revision up to Q are identical except for the HDD which ranges from 80GB to 160GB.


Slim Models


Sony then announced a new major redesign with a new case in 2009 : the slim models.
These models are overall more reliable (we'll go into details) and consumes less power than the phat models. None of the slim models feature OtherOS, SA-CD or backwards compatibility with the PS2.

CECH-20xx



Features a 45nm Cell processor, which significantly drops the power consumption to 100W in normal use. This is the last die shrink of the Cell processor.

It still has the 16MB Nor chip as well as 2 USB ports only.


CECH-21xx


The following year, Sony released another revision to the CECH-21xx.
This is the first revision to feature a 40nm RSX chip, which further drops the power consumption to 85W.

It was also later discovered that this was the very first Slim model to fix the YLOD issue for good by swaping them with different capacitors versus the NEC/Tokin capacitors which were found to be the culprit to the YLOD as they were defective (made during the Capacitor plague) and were causing unclean current to be provided to the chips.

The CECH-20xx can also suffer from the YLOD issue (it still uses the NEC/Tokin capacitors) but is less likely to happen due to the die shrink of the Cell processor. However, it can still happen and some people reported to have YLOD on their Slim models. (most of them 2XXX models)

CECH-25xx



A minor redesign change that caused power consumption to drop by 5W. For a while, all slims (and early Super slims) were using a similar motherboard.

CECH-30xx



Later released in 20111, this is the last Slim revision and is nearly identical to the 25xx models except for a different NOR chip.
This is the first model to disable analog output for blu-rays. This was previously used before as to go around HDCP being enforced and making screen capture of blu-rays disabled. It is still possible to play back standard BD-Roms via Analog however.

Super Slim



As the PS4 was approaching and the PS Vita being already released, Sony made the last redesign of the  PS3 series : the Super Slim.
It features a much smaller, compact case with greater efficiency for some of the later models.
The press was also hyping up a die shrink for both the Cell and RSX chips to 22nm/28nm respectively. However as it turns out, it was not really the case.

CECH-40xx



The first and most common model. Features either a 16MB Nor chip or a 16MB eMMC memory.
Also seems to feature a different PSU which is rated lower. (75W)
Some later models of the 40xx series also feature a die shrink of the RSX chip, down to 28nm.
As a result, consumption drops by 15W.


CECH-42xx



This revision features the die shrink of the RSX to 28nm.
Note that there seems to be conflicting information saying that only 42xx models featured the die shrink while others still used a 40nm RSX.
As a result, power consumption drops by around 15W and the RSX chip is noticeably smaller on the board. Those can be identified by the use of 2 chips on the RSX versus 4 on the 40nm ones.

CECH-43xx



This is where things really get strange. This model was released in Japan only.
Teardowns of the motherboard show that only the RSX had changed (still 28nm) : the planned switch to the 22nm process for the Cell never seemingly happened.

However, there are other reports that it did switch to a 22nm process.
It would mean that the chip size stayed the same but internally, the die shrank.

It's entirely possible that Sony did this as to not design a new motherboard while still shrinking the cell to 22nm but this is unlikely.
Nobody has measured its power consumption or confirmed it was a 22nm cell processor via a microscope or the likes.

If true, a 22nm Cell processor and a 28nm RSX chip would bring significant power saving and an overall power consumption under 40 watts.

This is the only model to completely close the Analog hole when it comes to blurays : Analog output is disabled for BD-ROMs. (in addition to standard blu-rays)

Best hardware revisions to stick with

Best power consumption :
CECH-43xx

The CECH-42xx is good too, especially if the 22nm bit turns out to be false.
Consumption for it should be less than 62W.

Best model for backwards compatibility with PS2 games :
CECHAxx, CECHBxx, CECHCxx

The partial compatible PS2 models are also worth mentioning because they have sharper graphical output for PS2 games, especially with smoothing on.
However, make sure to do the NEC/Tokin capacitor repair even if you don't have YLOD because the caps are defective !

Best model for capturing blu-rays over Component/RgsB/D-terminal :
CECH-25xx

This is the last model that can do this and is the more reliable. The CECH-21xx can be used for this purpose too.
It's worth noting however that most people will just strip the HDCP signal from the HDMI port and that will get you better video quality. Just keep in mind that owning these devices can be illegal depending on legislation.

Models to avoid

CECHHxx /CECHJxx / CECHKxx / CECHLxx / CECHMxx / CECHPxx / CECHQxx

These models are unreliable and don't feature backwards compatibility.
While they can be fixed like BC models, it is just not worth it to do it on those models as they have very high power consumption compared to Slim models.
You are better off using a Slim or Super Slim models if you don't care about PS2 games.

CECH-20xx

Despite being a Slim model (the very first slim revision in fact), it can still suffer from the YLOD issue due to the use of NEC/Tokin caps. This was only fixed since the CECH-21xx revision.
#8
Well i also tried to do my own distro with buildroot from scratch but this time it won't detect my SMB share...
Great.

I'll pay 10€ whoever can help set this up on Void linux musl for the raspberry pi 2/3 and share me the image file.
Because i'm tired of figuring out and i can't get this to work. (i must mention that pi share psx does work but boots up way slower)
#9
Hello guys,
i would like to play PS2 games via a SMB share with my Raspberry Pi directly connected to my PS2's ethernet port.
For this purpose, a tool called pi-smbshare was released :
https://github.com/toolboc/psx-pi-smbshare

However, it is ultra slow when it comes to booting up and eats a lot of energy.
Void linux musl ARMv7 boots up much faster and has samba/dnsmasq available.
psx-pi-smbshare uses also samba and dnsmasq.

However, i can't get dnsmasq to work or set up the DHCP server.
It is configured as such in psx-pi-smbshare :
dhcp-mac=set:client_is_a_pi,B8:27:EB:*:*:*
dhcp-reply-delay=tag:client_is_a_pi,2

interface=eth0
bind-dynamic
server=8.8.8.8
domain-needed
bogus-priv
dhcp-range=192.168.2.2,192.168.2.100,12h


When i do so however, dnsmasq does not attribute ip addresses to my PS2.
They also set eth0 like so :
sudo iptables -F
sudo iptables -t nat -F
sudo sh -c "echo 1 > /proc/sys/net/ipv4/ip_forward"
sudo ifconfig eth0 192.168.2.1 netmask 255.255.255.0

# Remove default route created by dhcpcd
sudo ip route del 0/0 dev eth0 &> /dev/null


On the other side, the PS2 is configured like that :


The SMB share is configured like so in smb.conf
[global]
workgroup = WORKGROUP
usershare allow guests = yes
map to guest = bad user
allow insecure wide links = yes
[share]
Comment = Pi shared folder
Path = /share
Browseable = yes
Writeable = Yes
only guest = no
create mask = 0777
directory mask = 0777
Public = yes
Guest ok = yes
force user = pi
follow symlinks = yes
wide links = yes


Then i connect the PS2 and raspberry pi together. However, it complains that it can't find the SMB share.
(The SMB share works when the raspberry pi is connected to my router but the latency is so high that it's not worth using over USB when doing it like so)

What am i doing wrong ?
#10
Gaming / Re: Car adapter/USB for video game consoles
December 17, 2019, 08:22:11 AM
Quote from: Juju on December 17, 2019, 08:05:08 AMIf you're powering home consoles in your car, how you would power the screen now? A splitter, or batteries?
In the case of the PSOne and the car adapter, it also has a plug for the official LCD screen.
For the Wii U, you could just use Off TV play if you have the appropriate adapter.

In other cases : Yes, a splitter like this one can be used.



However, you have to make sure that the screen can be used over 12V DC (there are car adapters for some LCD monitors as well) and that there's enough power for them.

Of course, this isn't an issue for a solar charger because you would most of the time use it at home.
You really don't want to use an inverter even though you can because some of them are only 50% efficient, though it is an option.

EDIT: There are also some small screens with HDMI input that can be powered through USB and that's an option too.
#11
Gaming / Car adapter/USB for video game consoles
December 17, 2019, 07:26:19 AM
Want to play your video game consoles on the go ? Car adapters is one of the best way to do so !
Video game consoles usually accept DC 5V (with some variations depending on the console) so using an AC inverter is usually a bad idea because there will be some losses
and you'll drain your battery faster. (or at least you will be less efficient)
Another use for car adapters is when using a battery backup powered by solar panels : Solar panels usually work in 12V 5DC. (they can be put in series and that will increase the voltage but you get the idea)
So in theory if you power a video game console through a car adapter instead of a huge, inefficient AC adapter, you can save some power and be more efficient.

Here's a list of video game consoles that have either a car adapter or USB adapter available for it :

Portable video game consoles

Atari Lynx


A car adapter was available for the Atari Lynx.
However, you might want to do a USB mod to it (see below) instead as the voltage regulator inside of the Atari Lynx can fail.

Sega Game Gear (with Model 2 plug)

Power consumption (unmodded) : 4.5w

An official car adapter had been made for the Game Gear. There are also 3rd party ones that will work with a Gameboy/Gameboy pocket.
This is also compatible with the MegaJet & Sega Nomad.
It can also theoretically work on the Megadrive Model 2 & 32X (see below).

Game boy Advance
Too many to lists, also many USB adapters available.

Nintendo DS/DSi/3DS
Plenty of car adapters too. USB adapter available.
If you use a solar charger, using the USB cable is preferred.

Sony PSP/Vita/PSTV
Because they output 5V DC, a simple PSP plug to USB can be used.
The PSTV requires 2A however so make sure to provide enough power to it. (You might be able to get away with less with Wifi disabled)

Nintendo Switch


An officially licensed Nintendo Switch car adapter by Hori had been made.
There are also other 3rd adapter ones but most of them are just standard USB car adapters. (and won't charge as fast)
If your solar charger supports USB 3.0 QC or better yet USB type C then it should be preferred over the car charger
as the car charger itself contains a small DC to DC converter.

Home consoles

Yes, there are some car/USB adapters for home consoles too.

CBS Colecovision


A USB Type C external power supply had been released for the Colecovision by Dragonbox for 40$.

https://www.dragonbox.de/en/accessories/power-supplies/colusb-usb-power-supply-for-the-colecovision-power-supplies


Sony PSOne Car Adaptor

Power consumption : 10 Watts
Unfortunately it's very sought after but you won't have trouble to find one.
It can also be used to power on the LCD accessory but you can just plug it into an OSSC and use that on a monitor.
There are also some 3rd party ones that are almost as expensive.

Nintendo Gamecube

Power consumption : 12~23 Watts

There's also another one that can power on a PSOne as well as the Gamecube.

Playstation 2 Slim (70000 and 75000 series only)

Power consumption : 45 Watts

Very rare & uncommon, though not as much as the Wii U one.

Wii


A car charger by Yobo had been released. Unfortunately, it's very uncommon and mostly found only in the US.

Wii U

Power consumption : 34 Watts

Only one adapter was released and it is extremely rare. I was unable to find any online listing for it.
No other 3rd party made a Car adapter for it

Megadrive Model 2 / Sega 32X


Power consumption
Model 2 (without 32X) : 0.3A (3.6W)
Model 2 + 32X : 0.7A (8.4W)
In theory, this can also be used with the Megadrive Model 2 / 32X as the two consoles also use the same power adapter as the Game Gear one (with Model 2 plug).
However, i haven't tried it.


With modding

NES / Famicom

Since the console internally runs at 5V, it's possible to mod it and bypass the PSU. The console can then be powered on by a single USB cable.


A seller was also selling Famicom with USB plugs for power.

Original Xbox

N64freak was selling an ATX mod for the OG Xbox. With the use of a PicoPSU, it is then possible to power the console with a car adapter or DC cable.
The files for the ATX mod had been released :
https://dirtypcbs.com/store/designer/details/7953/6277/xboxatx-zip
https://dirtypcbs.com/store/designer/details/7953/6278/xbox-atx-adapter-for-revision-1-2-up-to-1-5


Dreamcast / Sega Saturn

3rd party internal picoPSU mods are available and output 12V DC. This can then be used with a car adapter or DC cable.

Atari Lynx

Console works internally at 5V so a USB mod is doable.


PS3
It's possible to mod a PS3 so that it uses an ATX power supply. With the use of a PicoPSU, it should be possible to plug it directly
to a solar charger or to a voltage regular + car charger plug.
https://www.psx-place.com/threads/tutorial-fully-working-atx-psu-mod.22214/

Bad offenders

Very high power consumption

Fat PS3
Xbox 360 (before Corona revision)
Any PS4 models
Xbox One (first model)
Xbox One X

AC plug only (external mod impossible without internal modifications)

Fat PS2 (Internal mod is possible as demonstrated by someone)
Xbox One S
Phillips CDi
PC-FX
PS1 (except PSOne revision)


No car adapter/usb/internal mod available

Master System/Genesis Model 1
Super Nintendo

Nintendo 64 (uses a weird format like the Colecovision)
Atari 2600/Atari 7800 (9V DC)


Feel free to correct me if there's any mistakes or missing info
#12
Gaming / Super Smash Bros Brawl running at 120 FPS
November 24, 2019, 03:57:55 AM
The Gamecube and Wii only support up to 60 hz.
In fact, the first video game console to support 120 hz is the Xbox One S & X and only one game supports it.
However thanks to cheat codes, hacks and Dolphin, it's possible to run some games at 120 FPS.

I can safely say that it does make a difference, even though it is minor but it's great enough that it's hard to go back to 60 fps...

Here's a video recording of Brawl running at 120 FPS (Youtube doesn't support 120 fps) :
https://gameblabla.nl/files/brawl_vids/Brawl_120fps.mkv

You obviously need a monitor that supports 120hz+ otherwise you won't notice a difference.
For the sake of comparison, here's the same & characters at 60 FPS :
https://gameblabla.nl/files/brawl_vids/brawl_60fps.mkv

60 FPS feels very choppy after playing the 120 fps version for a while...


If you want to give it a try yourself, here's what you need to do :
- Compile Dolphin yourself with an Audio hack applied to the source code. (apply the diff)

--- a/Source/Core/Core/HW/SystemTimers.cpp
+++ b/Source/Core/Core/HW/SystemTimers.cpp
@@ -116,7 +116,7 @@
 
 void AudioDMACallback(u64 userdata, s64 cyclesLate)
 {
-  int period = s_cpu_core_clock / (AudioInterface::GetAIDSampleRate() * 4 / 32);
+  int period = s_cpu_core_clock / (AudioInterface::GetAIDSampleRate() * 4 / 32) * 2;
   DSP::UpdateAudioDMA();  // Push audio to speakers.
   CoreTiming::ScheduleEvent(period - cyclesLate, et_AudioDMA);
 }
- Add this to your user config (Right click -> Properties on a game entry):

[Core]
EmulationSpeed = 3.00000000
- Use the following Gecko codes :

120HZ (slow mo)
04708d20 3f000000


Disable Vsync (input lag)
04023b88 60000000
04024028 481c4904

Slow Fix v3 (+ Debug c-stick)c2048b70 0000000c
7ccc3378 3cc080b8
80c64eb0 3ce08000
7c063840 38e00000
41800034 88060048
2c000000 41820014
80060040 2c000000
41820008 38e00001
3cc0805c 88c68a0b
2c060000 41820008
38e00001 7c671850
5460063e 7d866378
60000000 00000000

- Enable Audio stretching

The only issues is that the menu is too fast, the timer is double its speed (workaround is playing stock matches) and the cstick doesn't work properly.
All of these could be fixed with Gecko codes but no one seems to be interested to fix those...
Let's hope this changes.
#13
Phantasy Star Online, one of Sega's introduction to online multiplayer games on video game consoles and probably one of the first ones.
It was renowned for being quite addicting and reviving the series, though in a different route than most expected.

The game was first released on the Sega Dreamcast in 2 versions. V1 came out first in late 2000 while v2 came out the year after.
It was later ported to the Gamecube as PSO Episode I and II and also to the Original Xbox.
It was also ported to Windows first in Japan only in late 2001 and later revised as the ultimate version, PSO Blue Burst, in 2004 in Japan and 2005 in North America.

The official servers later died first in 2003 for Dreamcast, then later in 2007 for other versions.
However, all versions (except the Xbox version) are now supported by private servers, whenever it be Sylverant or Schthack.
I prefer to use Sylverant because it's simplier and has less issues. (they insist you on having original keys)

I'm assuming we'll use the Gamecube version here : this version has some graphical effects that are missing in the Xbox/PC version.
Another advantage is that you can use either a Wii or Wii U together with Nintendont and its BBA emulation to go online.

Gamecube version

Preparations

Phantasy Star Online Episode I and II can be very expensive online, at least 20$. The Plus edition (NA and JP only) is even more so and can cost in the hundreds...
I stuck with the non plus edition and it's fine for the most part... you can also download Plus only quests online anyway plus some extra ones.

Just make sure it has the manual ! The serial number and access key is written on it. I learned it the hard way unfortunately...
This is the same for Episode 3 btw.

If like myself you got the game without a manual (i just got the box and disc) then you can attempt to generate your own.
Just make sure to enter it ingame first before putting them in Sylverant or Schthack !
You need to make sure your serial, access and guildcard is valid !

Guildcard is 5 numbers, Serial is 10 numbers and Access key is 12 numbers.

Now you have several ways :
- Use an actual Gamecube along with a BBA.
The BBA can be very expensive (much like the Dreamcast's own BBA) but it has very low latency, which may be ideal for Mario Kart DD.

- Use a Wii with Nintendont.
This is the cheapest way to get PSO GC up and running. A wii can be found for as low as 20$.
Just avoid the Wii mini as it has too many limitations and shortcomings.

- Use a Wii U with Nintendont.
This may be the most ideal solution (especially with HDMI out) and the Gamepad can be used in WiiVC.
However, the output quality for Wii games isn't that great and its very blurry.

- Use Dolphin + OpenVPN.
I would not recommend this because it's tricky to set up and there's Blue Burst which is superior in most ways but it's there
if you want to play with GC players for example.


I'm going to assume that you'll use a Wii with Nintendont installed. Make sure you install the homebrew channel with Mailbomb or a savegame exploit like Super Smash bros Brawl.
You'll also need to dump your disc with CleanRip : it is available for the Wii and will also work in vWii for the Wii U.
You might also want to patch your game especially if you use the european version as it does not support progressive mode :
https://psopalace.sylverant.net/downloads_gamecube.html

Setting up Nintendont

You can choose to put your iso either to an SD card or a USB drive/key. You can also use the original disc too. (although i don't recommend it because you'll end up wearing it down in the long term, you should really use cleanrip and dump it).

Press B on your ISO or the game disc option (depending on your wishes) and make sure the BBA option is set to On and Channel to Auto.
You might also want to increase the emulated memory card size to 2043 unofficial to download plenty of quests and stuff but sticking with the default is less risky.
On the Wii U and Wii Family edition, you must use the Emulated memory card option because they lack Gamecube ports for memory cards.

Once done, you can run the game. If you are using an unpatched US/JP of PSO, you may need to hold the B button for progressive mode.
Using the option to force progression does not work for the PAL version, you must use the patch from PSOPalace for that. (which means you can't use the official disc for forcing progressive mode)

When the game boots up to the first time, it might ask you to fix the calendar. It shouldn't go back to the Gamecube screen especially if you don't have the IPL image !
Just refuse to fix the calendar and boot right up to the game.
Sometimes it could still refuse to boot if you don't patch PSO (PAL version at least) so that's worth trying.


Setting up the server

Nintendont emulates the BBA, which makes things a bi easier compared to Devolution and its use of the modem.
Go to (Titlescreen) Options -> Network Option -> Provider Option and select "YES".

If it asks you to use Slot A then say "YES".
Now go to "Network Setup". Then select a provider from the menu list.
It should be "Provider 4" by default.

Select Edit and make sure it has the following settings :
- Connection settings : Automatically obtain an IP address (DHCP) (if it is static, then adjust accordingly)
- Line timeout (minutes) : Automatically disconnect 99

Then there's the DNS part, which can dependant on your server.
I'm assuming you want to connect to Sylverant but check with your server's which IP you should use.
- DNS Server address :
Primary DNS : 138.197.20.130
Secondary DNS : (Leave blank)

- DHCP Hostname : Not Set

This is sometimes used for the screenshot functionality.
It seems that it doesn't work properly with Nintendont so leave it off.
- Proxy server address : Blank
- Proxy port number : blank

Then you can save your settings.

Setting up the Serial/Access

When you create a new character in "Online", it should ask you for the Serial number and Access key.
See well above about that

After you typed them in, make sure to type them in your profile settings in your server as well.
If everything is done correctly, it should connect to the server and you can choose a ship.

Conclusion

Before the Nintendont BBA branch, there was Devolution which supported this functionality.
However :
- It was closed source. You could not add new controllers, nothing.
- It had a very annoying DRM mechanism, which makes it impossible to use on the Wii U for that reason because the console can't read GameCube disc.
it will be never fixed because its main author decided to be an ass about it. I'm glad Nintendont finally added this functionality.
- It emulates a modem rather than a BBA. As a result, downloading quests is much slower than Nintedont.

It does however support USB keyboards as well as the screenshot functionality. The former may not be an issue if you have the ASCII gamecube controller but few people do.

Anyway, Nintendont has many other advantages (and options) so it is safe to say that you can throw Devolution to the garbage and enjoy PSO for real.
#14
Just though i would update on this.

Google is now advising their employees to avoid political subjects. Some of them were not too kind to this.
http://www.businessinsider.fr/us/google-community-guidelines-no-politics-2019-8
Though i think it's hypocritical for some of those people ("conservatives" in particular) to agree with such thing especially when they are doing the exact same thing over on twitter and elsewhere.

Another thing that happened was said insider revealed a blacklist :
https://torrentfreak.com/google-blocked-torrentfreak-from-appearing-in-search-feature-190815/

Now, he said that they mostly blocked "conservatives" from Google Now stories (including Alex Jones) but they also blocked 2 gay websites, torrentfreak, numerous torrent websites and more.
I can't help however but feel like Project Veritas greatly exaggerated the importance of said leaks.
What they did leak was important but nowhere near the scale they suggested it would affect things.

It did however explain why you would get pictures of black people when you specifcally search for pictures of white people.
The cruel irony is that Qwant, which had fiercely denied copying Google's search results, also has the same results when searching for white couple.

Kind of sad that no one took the defence of torrentfreak and other innocent websites for being blocked from Google now stories...
#15
Consoles / Re: Opossum Massage Simulator for N64
August 22, 2019, 05:28:54 PM
Quote from: DJ Omnimaga on August 22, 2019, 04:43:17 PMToo bad it doesn't run on Project 64 and Mupen 64.
Yup, N64 emulators are still in shambles. And none of them support direct access to the framebuffer for example, which most homebrew games (including OMS) do.
MAME still has broken controls (although it does boot) while only Cen64 can play it. (but it requires an official 4k PIF file. Thats the bootloader)


Quote from: DJ Omnimaga on August 22, 2019, 04:43:17 PMGlad to see this updated, though. Does it work well on the real console?
After i fixed it, it works okay although its a bit slower than i would have liked. (and as a result, its easier too lol...)

I'll show it running on the real console at some point along with Evil Australians.
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