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http://hendricks266.duke4.net
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Posts I've Made
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In Topic: Creating a 60fps patch for Jet Set Radio (PC)
04 July 2015 - 07:05 AM
evilhamwizard, on 03 July 2015 - 09:11 PM, said:According to Agner Fog,But then again, I don't know if the game could be passing this value directly within a subroutine or if that float is stored somewhere in the .data segment.
Quote
String constants and floating point constants are stored in static memory. [...] Integer constants are usually included as part of the instruction code. -
In Topic: Sonic Background Scrolling Screensaver
26 May 2015 - 09:10 PM
MainMemory, on 26 May 2015 - 02:58 PM, said:On your first suggestion, allow me to quote myself:
At 1080p resolutions and higher, software renderers (such as 8-bit classic mode in EDuke32) bump up against the limits of CPU speed, so you would need to rewrite it to utilize GPU acceleration (OpenGL or Direct3D, as you mentioned).
That said, I'm thoroughly enjoying this screensaver. -
In Topic: Looking for a Sonic CD sample
31 March 2015 - 08:31 PM
Have you listened to the three Zero G Datafile discs? Many of Sonic CD's samples originate from them.
I don't know if the cheering is there or not. -
In Topic: Assembler games member has Sonic xtreme POV stuff
08 November 2014 - 12:15 AM
Hats even more off to him then! -
In Topic: Assembler games member has Sonic xtreme POV stuff
07 November 2014 - 11:15 PM
As someone working on a project very similar to yours (in cooperation with 3D Realms / Apogee Software, Ltd.), I am immensely thankful to your team that this data is in good hands. JR devoting such extended periods of time to a project like this is the sign of a true fan and a dedicated professional.
Cooljerk, on 07 November 2014 - 03:52 PM, said:we are not hording the source code. First of all, the source code is neigh useless to the vast, vast, vast majority of people. Why is it not useless in our hands? Because JR has professional experience developing for the Sega Saturn, and as a result has sega saturn development hardware. We understand the need to preserve old games - we, all 3 of us, are active in various video game preservation societies, from arcade board preservation to stuff like this. We have taken steps to ensure the source code isn't going to die on some person's hardware, we have preserved the source. But we will not distribute it. Why? Because the author of the source specifically asked us not to. Now, I get some people are thinking, "if you're already going behind backs to release this stuff in the first place, what's the harm of going against Ofer's wishes?" That is a bad sign of trust to do that. This stuff doesn't operate in a vacuum. Aside from burning bridges with Ofer Alon, who isn't really a bad person to know in general, we would be demonstrating to other people that we are not operating in good faith among developers. This could impact our potential to gain access to future prototypes. So the situation we're faced with - either release a largely useless source code to satiate a bunch of people online who really don't know the situation to begin with at the expense of our future ability to uncover prototypes... or not. The choice is obvious.
The archives that I have been organizing contain no source code for most of the games in question, which is especially frustrating when I have to circumvent nasty DOS-era protections such as parallel port dongles and scans of the primary hard disk's master boot record. As such, I understand the public desire to have the source, and I'll admit that it's something I would be curious to see. However, I support your team's decision. I hope circumstances evolve enough so that we can see it someday, but I can be patient indefinitely, and there are good reasons for us all to focus our attention on the reconstruction effort.
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