Hiccup

@hiccup.bsky.social

I do game preservation (dumping, data wrangling etc), datamining and modding stuff. https://twitter.com/HiccupJul https://mastodon.social/@hiccupjul

With the Wii onwards, Nintendo games haven't had the Nintendo logo in the intro, except for: Splatoon BOTW Kirby and the Forgotten Land Skyward Sword HD (original has Zelda 25th logo) TOTK Are there any others?

As promised, I spent the entire weekend completing a write-up that details exactly how Animal Crossing's new ACE exploit works. I also wrote a few custom payloads with step-by-step instructions on how you can execute them on a vanilla console. Enjoy! 🍃 hunter-r.com/posts/ace-in...

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Not only this, but the moment you switch to another compiler or platform, your nonsense decomp might not even work at all. It turns out when your "decompiled" code manually creates and dereferences stack pointers instead of passing function arguments, it isn't very portable...

Hiccup@hiccup.bsky.social · 2w ago

People may not realise that there are many many combinations of C/++ code, many nonsensical, that result in the same machine code. That's why decomp is difficult and has a significant manual element - because only humans can judge if code "makes sense".

Many don't seem to get that decomps are basically made by the most obsessed fans of a game, for the most obsessed fans of a game. Code that is subtly off in lots of different ways is the opposite of what they want. Not to mention the awful "prose".

Hiccup@hiccup.bsky.social · 2w ago

People may not realise that there are many many combinations of C/++ code, many nonsensical, that result in the same machine code. That's why decomp is difficult and has a significant manual element - because only humans can judge if code "makes sense".

About a month ago, powmia99 discovered a way to trigger arbitrary code execution fully standalone in Animal Crossing GameCube with nothing but a controller. This was confirmed by Cuyler and I to work on vanilla hardware and we now have a setup that makes it 100% consistent.

People may not realise that there are many many combinations of C/++ code, many nonsensical, that result in the same machine code. That's why decomp is difficult and has a significant manual element - because only humans can judge if code "makes sense".

Hiccup@hiccup.bsky.social · 2w ago

I've seen a bunch of comments saying "it doesn't matter what a decomp's code is like, as long as it outputs the original ROM". What on earth are you talking about? You *already have* the original ROM.

Grimdoomer has just released the first version of the "Peer Pressure" softmod for the Xbox 360, giving code execution at boot time, within 20 seconds, with no hardware modifications required, supporting the majority of console motherboard revisions! github.com/grimdoomer/X...

GitHub - grimdoomer/Xbox360PeerPressure: Persistent softmod exploit for Xbox 360

Persistent softmod exploit for Xbox 360. Contribute to grimdoomer/Xbox360PeerPressure development by creating an account on GitHub.

github.com

I've seen a bunch of comments saying "it doesn't matter what a decomp's code is like, as long as it outputs the original ROM". What on earth are you talking about? You *already have* the original ROM.

I beat Kirby's Return to Dream Land recently. Some parts had atmosphere that rivalled Kirby 64 for me. The start of the game felt very GameCube-era and adventurous.

Is there a method to playing B3313 that makes it fun? Serious question. I tried it for a bit but I didn't really enjoy it, despite being interested in the concept and wanting to enjoy it.

Of course, I'm very interested the dev process, and intention is important. But you're playing the game as released - you aren't playing the intention. "The game is the thing". A remake has to reflect that, in order to be faithful.

Hiccup@hiccup.bsky.social · last mo.

People are arguing if OOT matched the artists' intentions. But why does it matter if it was made on purpose, by accident or if it spawned out of thin air? The actually released game is what created such fond memories for people.

Seems like HAL are having(?) to use some kind of frame-upscaling algorithm for distant objects in Kirby and the World Beyond, at least when the game is running at 4K. This is from a 4K .png screenshot from the press kit.

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People are arguing if OOT matched the artists' intentions. But why does it matter if it was made on purpose, by accident or if it spawned out of thin air? The actually released game is what created such fond memories for people.

Does anyone have either of these folders from the Obscure Gamers mega drive, from before it was shut down?: Data Design Interactive - Part 1, LEGO Data Design Interactive Release - Part 1, LEGO

Nintendo console 1st party libraries are just this now: * BOTW four times * Bunch of sequels where all the interesting parts have been sanded off * Bunch of ports * Remakes with gaudy art styles, basically same gameplay as originals * Handful of decent sequels by subsidiaries