Shiny Quagsire
@shinyquagsire
27, He/Him | ARM(S) wizard, Nintendo kernel enthusiast • mastodon.social/@ShinyQuagsire • twitter.com/ShinyQuagsire
and some really really basic pose estimation with all the capsensors
got some Steam Controller v2 Swift bindings up and running for ALVR, though I won't be able to actually integrate them properly for another week
nice, my LEGO Locomotive LLM-decomp reached ~99% transcription after 22 days, and actually gets in-game after getting it to fix some of the redraw events + adding a windowed mode. 400KiB of .text (versus Yoda Stories which was about 160KiB), way more C++ inheritance on this one
I hate California roads why do I gotta do the D&B maneuver just to get to my hotel
anyway my Android port works great, touch-only leaves a bit to be desired bc it really needs a d-pad for most of the puzzles
the virgin Sonnet (cheated the linter immediately) vs the Chad Fable (knows how C++ inheritance works)
Inchresting, I'm experimenting with scaling my Claude decomp system up to larger projects (one 1MiB .text undocumented MSVC, one 6MiB symbolized [but no DWARF] Android NDK), but I ended up having to add in an is-this-idiomatic-C++ linter pretty early but it does seem to be working
these AliExpress bootlegs are getting crazy high quality these days (and they even set the time to my time zone when testing, how nice)
Behold, Yoda Stories (demo) in a web browser maxthomas.dev/yodecompdemo/
Fable is honestly doing an amazing job reimplementing MFC on top of SDL so that the original codebase can remain ifdef-clean for multiplatform. Might have to get it to do a WASM port at this rate.
ah nice it figured out the text bug, so that's Yoda Stories Decomp TAS any% (non-bytematching) at 3 days, 19:19:53 by Claude
my Claude decomp of Yoda Stories reached 100% transcription, and the linked exe actually runs (though there's still some last-mile transcription bugs, text bubbles aren't rendering correctly lol) Bytematching is only ~20% atm, but that's just gonna be Opus going the extra mile
Shaved off 1.5MiB in RAM usage on Dreamcast/DSi (and did some other optimizations to offload assets to free VRAM on Dreamcast) and now Dreamcast loads every level successfully! And as a bonus, I can load Yun's fight on NDS with a RAM expansion cart inserted
but unfortunately level loading renders only one (1) frame on actual hardware atm
Cutscene rendering actually performs better on hardware though, it's like 95% of where it needs to be performance-wise
Got OpenJKDF2 mostly ported to Dreamcast+KallistiOS, rendering is basically as good as it needs to be (but asset streaming leaves a bit to be desired atm)
(extremely mild #deltarune spoilers) anyone else keep dying at the start of Hunter's March?