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NEW >>>/a/ REPEAT REPEAT NEW >>>/a/

Regarding recent events: >>>/meta/4978 

READ THE RULES


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Discuss emulation-related things here.

NEWS

>ユデア天堂 shoahs Ryujinx not through lawsuits but by buying out/threatening the main developer to quit and delete fucking everything.
>However, no DMCAs were filed against the source code unlike Jewzu and none of the contributors were banned nor were any forks taken down, so the emergence of a successor-fork is only a matter of time unless 任天堂 feels like resuming the endless game of DMCA-mole or buying more slaves across the wider emu community.
>The unthinkable has happened and Bloodborne has become playable on PC in less than a month after it first went ingame using shadPS4, a few dozen other games have gone ingame since then.
>Of note is that the emulator requires FSGSBASE instructions necessitating an Intel Ivy bridge or first generation AMD Zen CPU at minimum.
>With Xbox one game encryption having been successfully cracked, various Xboner wrappers soon emerged so people can finally play the vast library of fantastic Xbox wan exclusives beyond the clutches of Microsoft even though none of them run Lunix yet. XWine1 and WinDurango are the most prominent at the moment, with XWine1 capable of playing Minecrap to some degree.
>RPCS3 wires up online multiplayer emulation for a variety of games including Armored Core for Answer.
>MAME devs cook up Nuked-SC55 for emulating the Roland SC-55 Midi synth for all your obscure Nipponese エロゲ and/or Doom needs.
>Dolphin switches to new release model, now instead of one (1) "stable" release every 10 years they'll publish a new "stable" release every 6 months which should make organizing netplay gamenights somewhat easier.
>PCSX2 officially releases 2.0 as stable feat. playable hardware mode Ace Combat 04, but it doesn't seem they intend to change their current release "schedule".
>Parallel-gs makes steady progress, no ETA on an official merge with mainline PCSX2 yet.
>Stenzek incurs a predictable soy/HRT(?)-induced meltdown over users of ebul Duckstation forks sometimes making erroneous bug reports on mainline along with emotional damage incurred from the toxic emu community or some shit so he changed the loicense to prevent anti-semites from redistributing custom forks+builds of HIS sacred code!!11...anything prior to the license change is fair game though and Mednafen still exists, as do existing Duckstation forks.
>RetroArch slightly flattens up its regular Ozone UI for reasons unknown.
>The fate of the VxKex Win10-on-7 wrapper's original developer is still unknown, no DMCA takedowns were filed at any forks or mirrors in the months since the sudden deletion so who knows.
Replies: >>258184 >>258187
What's a good alternative to snes9x on ganoo+loonix?
>>258148
Mesen is pretty nice.
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I have Retroarch installed on my Arch machine. Retroarch XMB, Retroarch netplay, and Retroarch MTL overlay, all with Retroarch shaders, are activated. I'm really enjoying the Retro Achievements that I'm collecting. Being Retro isn't just a way of life, it's also allowed me to be a part of a new paradigm shift for retro gaming. Without Retroarch, I would be preyed upon and defenseless. I now understand what being Retro truly means.
>>258148
See: this post.
Replies: >>258167
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>>258165
BTW other than the MTL part since I'm not an ironic weeb pajeet (笑), I'm a pure-blood 日本語-maxxer.
(Also I use Ozone instead of XMB, I don't do netplay since I have no friends, and I don't do Retro Achievements since I'm not a gay hipster)
Replies: >>258171
>>258167
>I'm a pure-blood 日本語-maxxer.
...本当? (疑)
>>258148
bsnes, ares or the already mentioned Mesen.
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>>258147 (OP) 
I was wondering the other day why nips tend to give girls such large foreheads.
Now I finally understand why.
Would anon recommend the SNES version of FM over FMR? I tried FM on the DS, but I was blown away by the difference in quality in the SNES's opening. I don't know if emulating the series is worthwhile since FM2's PSX fanslation is notoriously bad and incomplete. How hard would it be to finish implementing the fanslation and improve it? It's outstanding that Squeenix has shitcanned the series so badly.
>>258147 (OP) 
>Stenzek incurs a predictable soy/HRT(?)-induced meltdown
What are some good DuckStation forks?
>>258148
https://emulation.gametechwiki.com/index.php/Emulators_on_Linux
If you have anything made in the past ten years that isn't for office use, bsnes-hd. If you have anything for office use or older than ten years, SNES9X is your only choice, especially since audio tends to pop on underpowered and older hardware.
>>258187
It would help if you said what FM stands for.
Replies: >>258191
>>258187
Nigger just download snes9x and play your game
Replies: >>258191
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>>258188
Front Mission.
>>258189
The DS version and PC remake have a second campaign and additional equipment. However, they also have a different translation and graphics. If I emulate the PSX version of FM2, I'll have to refer to a fanslated script 1/4 of the time.
Replies: >>258194 >>258292
>>258187
The only problem I recall with the FM SNES fan translation was a bugged cutscene line, other than that the game was fine. Remakes look like ass, I did consider playing FM2R though since a fixed translation probably isn't happening and it looks less ass than FM1R.
Replies: >>258196 >>258292
>>258191
>If I emulate the PSX version of FM2, I'll have to refer to a fanslated script 1/4
You won't even get the full translation that way because for some reason they choose to upload the translated cutscenes to jewtube instead of including them in the game and those videos are long gone.
Replies: >>258292
>>258193
From what I understand, FM2R is buggy but being improved. Unfortunately, it was made by a subteam of FMR's developer, so there are issues with things like animation, SFX, VFX, and even major bugs like skipping dialogue instead of continuing it. That's why I asked about how hard it would be to implement and proofread the rest of the fanslation, since, despite being mostly authentic, FM2R is messy and underdone. FM3R appears far worse by comparison. Its latest demo looks like a proof of concept.
Replies: >>258292
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>>258191
>>258191
>>258193
>>258194
>>258196
>ニューハーフ訳
アノン...
Replies: >>258294 >>258295
>>258292
>trannies
>in 2001/2013
Have you anything of substance to say regarding the scripts or are you just being a dumb cunt?
>>258292
Wat I tell you bout speaken them funny jim jam slanty words at me boy
Xemu's git repo hasn't seen any new commits since late August.
Is it at risk of getting shoah'd?
Replies: >>258573
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>git pull the parallel libretro core because why not
>several new commits, in addition to the usual gcc fixes or libretro spec updates apparently a bug that could lead to ACE on the host was also fixed
Has anyone here gotten a virus/botnet through an emulator playing an infected ROM?
With how popular emus are it doesn't seem out of place for glowniggers to try and subvert no-intro/Redump etc. with "legitimate" dumps containing specialty hax.
Replies: >>258564 >>258575
>>258504
This post ended up in the old thread.
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>>258555
Trips checked.
I really miss the days emulation was obscure.
Replies: >>258588
>>258419
Doubtful, its jewtendo which usually goes after such things
>>258555
dude the same shit could be said of anything you own. A healthy skepticism is fine but don't give credit where it isn't due.
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>>258564
I don't get what this picture is trying to say. I recognize most of these characters... which are from random pixelshit indie games that may potentially be popular among discord breakcore trannies who fetishize mental illness? Is the picture saying to "move on" from these games?
Replies: >>258591 >>258602
>>258588
>calling cave story "pixelshit"
You shut your whore mouth
Replies: >>258600 >>258663
>>258591
Like it or not, a lot of the earliest "pixelshit" games were westerners poorly imitating it (and yume nikki) so it belongs. What are the fags on the far left and far right from? I recognize everyone else.
Replies: >>258602 >>258661
>>258588
Most of them are stories about moving on, but the message is that you shouldn't be stuck in the past, where you grew up with these games, and move on to greener pastures, since those times aren't coming back. The fanbases for these games are getting older, some of them are very old.
>>258600
The far right is Hiroshi from Ao Oni. Who is the character third to the right?
Replies: >>258611 >>258873
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>>258602
If only there was something to move on to.
>third from the right
I don't know the character's name but I'm pretty sure she's from the Momodora series.
Replies: >>258873
>>258600
>rpgmaker is pixelshit
Are you retarded?
Replies: >>258663
>>258591
>>258661
Sorry, I guess I didn't know the full definition of "pixelshit". I just used it as a semi-deprecative humorous term for games that used "pixel art" (low res, limited color sprites) NOT for technical limitations.
Replies: >>258682
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>>258663
>technical limitations
That's honestly a moot point with most RPGM stuff considering the still used 2k and 2k3 are restricted to 640x480 software rendering, with RPGM XP and even many VX+ games following along those conventions despite newer engines supporting higher resolutions probably less due to "muh ebin pixels so nostalgic uwu" but simple convenience if not laziness.

Where even is the threshold for "pixelshit"?
Cave Story? 
Post-9/11 Newgrounds flash games using ripped GBA sprites?
Pretty sure DOS and Win9x era freeware games like Happyland Adventures or Giana Worlds don't fit under that umbrella having been released in 2000 and 1999 respectively.
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>>258682
I clearly remember that pixelshit was most commonly used for garbage like Superbrothers, which at one point was the poster child of "pixelshit", "mixels" and what have you.
>>258682
Pixelshit is generally used to refer to stuff that aims to (poorly) emulate the 8-bit era, not sprite-based works.
Something like Celeste for example would be pixelshit.
Replies: >>258692
>>258690
16-bit and above sprites*
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>>258682
>threshold for pixelshit
People who use shitty pixel graphics because they're simpler rather than because they have a genuine respect for old aesthetics.

Sometimes you get good games that happen to have pixelshit art like Hyper Light Drifter, but the majority of the time it's an excuse for idiotic code monkeys who have no inner light to make their games as close to gray boxes as possible.
Replies: >>258876
>>258602
>>258611
Ib
>>258872
Then there are exceptions like Noita, where they used pixels because the simulator-like physics they wanted to achieve would be impossible for a small team using any other method.
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So, is there currently no active Switch emu?
Replies: >>258914
>>258877
Sudachi and Torzu are active Yuzu forks, while on the Ryujinx side ryujinx-mirror's former Ryujinx repo mirror has repurposed itself as a fork with active development.
Curiously enough there seems to be a cross-feed among the developers with each fork (back)porting changes from each other, something that was considered heresy in the Patreon age.
Replies: >>258915
>>258914
Went through the commit logs of both Sudachi and Torzu and could only find ~6 commits in the last 6 months that could be considered emulator improvements, the rest were rebranding, updating links, the odd build fix, messing with docs, etc. Too early to tell if ryujinx-mirror will keep going or not.
>Curiously enough there seems to be a cross-feed among the developers with each fork (back)porting changes from each other, something that was considered heresy in the Patreon age.
Yuzu and Ryujinx always ported improvements from each other though, or did that stop at some point?
Replies: >>258960 >>259015
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>>258915
Nobody contributes to FOSS out of the goodness of their hearts anymore, everything everyone would want to do has either already been driven to maturity by someone else or is too complex/bloated for one guy to justify doing for free. It's all resume-building work done to demonstrate to the big tech jews your willingness to work for free and take orders from trannies. If those big tech jews are trying to kill a project with lawyers, you can't put it on your resume, so nobody will touch it. The sole maintainer of Torzu already admitted this, which is why his stated objective is to push build fixes for the ~10 years it's going to take for people to forget what happened and pick up the project again.
>>258915
Ignore the niggerpilpul, from what I can recall some licensing problem prevented either Yuzu or Ryujinx from directly importing the other's code, reverse engineering work and findings regarding bugs were still shared between the emus.
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I try playing ネプゲーム but RPCS3 freezes in the Tutorial Dungeon with  E SYS: 'sys_mutex_unlock' failed with 0x80010009 : CELL_EPERM 
What do?
Replies: >>259133
>>259132
I don't know about that, but why don't you just play the remake on PC?
>t. I don't know much about the series so I wouldn't know if the remake sucks
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Ryujinx development seems to have coalesced around 2 major forks a month after the shoah, those being
>Ryujinx-mirror
<Originally a mirror of Ryujinx, now a fork with the goal of maintaining the existing Ryujinx' source code in a similar manner to Torzu.
>GreemDev's Ryujinx fork
<Seeks to continue Ryujinx development where the original left off.

Nintendo has won and >we should all lay down and surrender for Switch emulation is dead and will never be alive again.
Replies: >>260455
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>>260449
Not that the Switch has interesting exclusives, it's all bing bing baby shit. The only thing that vaguely sparked my interest is the new M&L RPG. Or maybe this is just sour grapes because I'm a poorfag and neither have a Switch nor a PC capable of emulating it.
Replies: >>260471
>>260455
My PC is 12 years old and emulates the average Bing Bing just fine, PCSX2 and RPCS3 are more performance hungry than either Ryujinx or Yuzu in my experience.
Replies: >>260629
In other news pablomk7 is slowly chipping away at the 3ds networking stuff, cross play is almost a reality. Mineclonia has finally got real minecraft bedrock redstone. And OP is a fag.
>>260471
Really? I haven't emulated PS2 too much but Persona 3 ran OK.
Mind you, I only have integrated graphics, Intel 4th gen.
https://github.com/PCSX2/pcsx2/releases/tag/v2.2.0
PCSX2 v2.2.0 is out, it adds support for a range of meme controllers including the Jogcon and Negcon alongside a variety of obscure Nipponese train autism devices and the MSAC-US1 card reader.
Replies: >>260830 >>261097
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>>260815
Speaking of which, looks like https://github.com/Arntzen-Software/parallel-gs added a very early integration of itself to PCSX2, shortly after another anon mentioned this project in the previous thread.
Might be interesting since it's trying to implement the PS2's GS through Vulkan compute shaders for speed and accuracy.
Haven't tried it though, or compared it to PCSX2's 2.0 big changes.
Replies: >>260919 >>260921
>>260830
The dev of parallel-gs themselves states that the playback of scenes ran signifigantly bettter then pcsx2's gs due to being parallel and was more accurate with in game stuff. PCSX2 is full of pateron kikes wanting shekels and holding the project at a stand still or implementing cosmetic changes for no reason. There was a chad dev who greatly improved GSDx via opengl and vulkan a while back e.g 4-6 years. But actual core work on emulation accuracy has been stagnant since like 2011 from the git history.

Also I tried pcsx2 2.0 and its just a bunch of UI changes and removal of plugins and the plugin architecture, so a downgrade. They removed some input plugin that has lower latency then the current one specifically so now your controls are even more fucked then before if you have lag.
>>260830
How is game compatibility nowadays?
Did they manage to fix the Ace Combat 4 black plane bug finally?

>>260919
>so a downgrade
Then whats the last best version to download in your opinion?
Replies: >>260922 >>260929
>>260921
I don't know anon. I compile it from source and apply custom patches for alot of different stuff like said audio latency issue. I'm too lazy to cross compile and distribute it in mingw though. I was hoping parallel-gs would get merged into mainline then i'd rebase my current version hacked together version on it. Maybe I should just port it myself. I really haven't been playing ps2 games enough to justify any of that though.
>Did they manage to fix the Ace Combat 4 black plane bug finally?
I bet if you played it in parallel-gs it would be fixed. Parallel-gs is alot more accurate then the ancient pcsx2 gs.
Replies: >>260929 >>260946
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>>260919
Hey there Stenzek, mad at the Duckstation netplay fork again?
Is this persistent hatred of PCSX2 some kind of master plan by eGay PS2 hardware scalpers, or are Anons still stuck in the 32bit dark ages?

>>260921
AC04 runs great in hardware mode on my AyyMD Linux mashin.
>downgrade
Jesus Christ nigger no, PCSX2 right now is arguably the best it's ever been.

>>260922
>parallel-gs
I applied the patch from the parallel-gs source to that of pcsx2 and compiled it, it says "Vulkan SW" when running a game using the "software" renderer but I haven't noticed any difference neither in performance nor rendering to the regular SW renderer, case in point AC04's flickering HUD bug that doesn't occur in hardware mode.
Did I fug it up somewhere or is my toaster too old?
>>260929
>Jesus Christ nigger no, PCSX2 right now is arguably the best it's ever been
Cut me some slack, I have not touched PS2 emulation since like 2018
If its the best it's ever been as you say then I´ll give it a download
Replies: >>260937
>>260933
>I have not touched PS2 emulation since like 2018
That was when PCSX2 was at its lowest, it's been on a steady uphill climb since the 64bit conversion was completed in 2020 and the faggot devs who refused to touch the 32bit JIT code they neither wrote nor understood left the project.
Replies: >>260945
>>260929
I'm not that guy but i haven't upgraded my pcsx2 in years. Like probably eight years, I'm just so lazy I say if it ain't broke why not toss the fucking sink at it.
I say who gives it shit, if it doesn't work I can try somethin' else tbh.
>>260929
>spoiler
Anons are annoyed because they dropped win7 when the ham fingered idiots couldn't figure out how to read MSDN and then they tried to gaslight people about why they did it. Then they removed the plugin system for, well, no benefit really. Nudevs just love a bit of pointless refactoring. It's also funny how you can find posters on the forums that are using ancient 10-15 year old builds because they simply run better, and when these performance regressions are reported, they just get ignored.
>>260929
>vulkan-sw
Your gpu might not be updated for vulkan features needed and or too old. Its a hardware vulkan renderer.
>>260937
>64-bit conversion
Oh you mean the one completed back in 2012 that was left unmerged for 8 years and the PR's closed? Yes I remember those pr's. I have my dates wrong but in the early 201x there was a 64 bit patchset for pcsx2 that was never merged into mainline. They probably just rebased that and did minor improvements to it.
Replies: >>260946 >>260987
>>260929
You are seeing things that aren't there anon, a netplay fork of pcsx2 would be amazing. I'm going to have to check duckstation out. Also i'm the same poster as these
>>260945
>>260922
>>260919
Replies: >>260985
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I HAVE A SAVE FILE EMERGENCY.

I was playing a game on DuckStation, and I had to do a hard drive transfer because Windows Update turned itself back on and I didn't want any of those updates reaching my motherboard, and the only save files I had were in the form of a shared memory card and save state (which I still have untouched on the drive).  I reinstalled DuckStation and the memory card save file nor the emulator's save state is detecting my save data for the game from the old drive.  I don't know what to do, I think the two versions of DuckStation are at different updates as well.
>>260950
Also could a different BIOS be the cause of it?
Replies: >>260956
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>>260950
Are you getting any errors? Are you copying to the right paths?
The memory card file format should be the same, and the save state file format is backwards compatible up to a certain version.
>>260951
It should give a warning when loading a save state from a different BIOS.
Replies: >>260957
>>260956
Just to be clear I just copied the folder that had the memory card, save state, and other subfolders onto an external drive then put the .mcd and savestate in the new folder made on the reinstall. I'm assuming the .mcd and savestates weren't reliant on anything else in another folder I didn't copy over. I had errors using the original DuckStation installer/version, which was from mid-April 2022, on this drive and it became unresponsive trying to interact with Explorer. I installed VC Redist and restarted my PC, same thing happened, so I updated DuckStation and then it became cooperative. On my old drive I did update DuckStation for the first time since the initial install a little while or some months before I had to ditch that and don't remember if I actually saved my game on that version, I could've just booted it up to see if everything was working right. I'm putting the .mcd into memcards and the savestate into savestates. Excuse me if this is hard to read.
Replies: >>260985
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I hooked up the old drive. The current version was from August and my last save was early September so not much could've changed. I tried booting the game from that drive with the DuckStation on it but it just overwrote what I had, effectively deleting it. For some reason it had the same play time as my current drive as well so my stupid ass not using the old drive's ROM location maybe couldn't have done something. The copies of the .mcd and .sav are safe though on a flash drive.
Replies: >>260985
>>260950
Try opening (a copy of) your memcard file with a memcard editor:
https://github.com/ShendoXT/memcardrex
Replies: >>260969
>>260964
I used an older version and it brought up nothing. For some reason it's just fucking gone. Now I'm just curious why this happened or if my flash drive lied saying it was safe for ejection.
Replies: >>260985
>>260946
>pcsx2 netplay
Cool in theory, but I'd rather remaining bugs stamped out and old hacks removed before they try doing anything fancy.
>>260950
>>260957
>>260959
>>260969
Have you tried opening the .mcd file using a different emulator?
Both Mednafen standalone and its various ports/forks and Duckstation should be able to read it assuming it hasn't gotten corrupted, should also check the file checksum as you can never know with ((( some ))) flash drives or modern wangblows in general.
Replies: >>261094
>>260945
>Its a hardware vulkan renderer.
It's a software renderer running on the GPU via compute shaders, the name "Vulkan SW" would be entirely appropriate. However, looking at the patch, it should show up as "paraLLEl-GS".
Finally got around to messing with Xenia, it's impressive how well it just werks. The only thing it's really missing is system link support.
Side note, it's a shame the GoldenEye port never came out. The leaked beta is still the best way to play the game tbh
Replies: >>262516
i'm trying to play ps1 games on retroarch (swanstation) but half of them don't work or don't have music. how do i fix that?
>>261039
Don't use retroarch. Download mednafen and use that instead.
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>>260985
I think it's fucking gone. Could any anon let me come over to his house this Thanksgiving or Christmas to beat Grandia in a week with me? I really don't want to replay through all the progress I lost alone.
Replies: >>261105 >>261701
>>261039
I've had that problem before, try unzipping your games if they're zipped.
>>260815
Swapped over to it. surprised how well it runs. Anyone know if it has any code that phones home?
Why do I ask? Do i even fucking need to? Anything with an "auto-update" feature gives me red flags even if I turn it off.
Replies: >>261105
>>261039
Retroarch can't into CDDA when loading zipped bin/cue files, this happens with any core capable of reading CD-ROM images.
Solution is to use plain bin/cue or .chd in case the core supports it.

>>261097
Wouldn't know because PCSX2 automatically disables the auto-update when compiling from source, and even those that don't usually have a build option regarding teleniggatry somewhere.

>>261094
>not emulating the Japanese Saturn version
Sad!
Benis aside, why is it that Yabasanshiro is the sole Saturn emu with a JIT?
It's the only one that runs Grandia at full speed on my toaster with mostly correct graphics rendering, Mednafen runs at half speed in FMVs and battles while Kronos runs at half speed in FMVs with sprite corruptions in battles.
>>261094
Sure, if you buy your own plane tickets and bring your own hardware.
I can supply the TV.
https://melonds.kuribo64.net/downloads.php
MelonDS 1.0 RC is out, it adds multi-window+LAN support and an OpenGL CS renderer.
Netplay isn't there yet so gamenights will have to wait a little longer.
Replies: >>262516 >>262634
Greemdev Ryujinx recently added previously Patreon-exclusive LDN functionality to the main repo, best grab it before Nintendo throws lawyers at it.
Replies: >>262494
>>262492
>paying for an emulator
Replies: >>262495
>>262494
Fuck, I'm retarded. Feel free to bully me for my illiteracy.
Replies: >>262497
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>>262495
>>261027
There's a fork called xenia-netplay that has a local LAN only version as well. I've tested it and it works for most games but some don't like gears of war 3, 1 and 2 work great.
>>262425
That's great news anon. If that has local network netplay working then you could use something like ZeroTier to create a virtual LAN with whomever you are trying to play with, kinda like hamachi or a shared vpn but its not a vpn so its a gazillion times more performant and smaller sized network footprint.
Replies: >>262546
>>262516
>If that has local network netplay working then you could use something like ZeroTier to create a virtual LAN with whomever you are trying to play with, kinda like hamachi or a shared vpn but its not a vpn so its a gazillion times more performant and smaller sized network footprint.
It does have LAN support, but both the head dev and several users do not recommend using LAN tunnels over the Internets due to the DS' hilariously strict timing constraints, it supposedly doesn't even work properly over a wireless LAN.
The actual netplay feature is planned to work like that of Dolphin's integrated GBA netplay with every user running multiple emu instances locally and only exchanging inputs over the network.
>>262425
Melon already works with internet multiplayer by using an alternate server.
Replies: >>262638
>>262634
WFC support has been there from the start, but local multiplayer emulation is much more recent and not fully fleshed out yet.
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Christmas presents just came in.

Star Fox 64 PC port
https://github.com/HarbourMasters/Starship/releases/tag/v1.0.0

Self-explanatory, now you can press Z or R twice like never before.

DOSBox-Pure v1.0 preview
https://github.com/schellingb/dosbox-pure/releases/tag/1.0-preview1

This one adds an OpenGL-based 3dfx renderer with internal resolution scaling amid some other things, now you can finally play Schleichfahrt's 3dfx version in 4K like dog intended.
Replies: >>264697
>>264629
>This one adds an OpenGL-based 3dfx renderer with internal resolution scaling amid some other things
That's coo-
>built for RetroArch/Libretro
Still trying to push this AIDS by forking others projects and adding some exclusive features? Into the trash, no exceptions.
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Xemu can now play back MPEG(?) video and goes ingame in 戦闘妖精雪風〜妖精の舞う空、but the audio screeching issue still remains.
Replies: >>265067
How's that ps3 emulation coming? I want to play bloodborn soon.
>>264759
How would you even emulate the touch pad on a normal controller? playstation controllers are cancer when it comes to their gimmicks.
Replies: >>264774 >>264862
>>264773
Is the touchpad used that much where it would be an issue? I never owned a ps3, I was a halo man.
>>264759
You mean PS4? Bloodborne is entirely playable with enough patches, however you need a beefy GPU to even boot the game.
>>264759
>>264773
A quick search says Bloodborne only uses the touchpad for gestures. I was under the impression most games just use the touchpad as a large button at best if they even remember it exists.
Replies: >>265090
>>264718
Did they fix the texture issues with Halo 2 yet?
>>264862
My only interest in current year hardware is for fighting games, but that's at least true for those because of the issues with fitting a DS4 touchpad onto a stick. Street Fighter 6 uses the touchpad as an auxillary button in a couple menus. I imagine some of the live service turds use it for emote wheels, and Dragon's Crown Pro uses it to control the pointer as an alternative to the right stick since the Vita port used the touchscreen anyway.
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Has anyone checked the supposed Kronos 2.7.0 windows builds available on tradu-france.com for botnet?
The lack of a release tag on Github and the source failing to compile due to an implicit function declaration arouses some suspicion of mine, it could just be that FCare forgot to update the shithub but you never know these days.
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Parallel-GS has seen its first integration into....the libretro-exclusive LRPS2 core, itself a fork of PCSX2.
History repeats itself once again, though given the previously shitter state and non-relevance of the LRPS2 core as yet another meme fork caused by PCSX2's absolute state a few years back combined with libretro 'tism this was slightly unexpected as there was zero fanfare behind it unlike the Parallel-N64 core, which possessed a different LLE RSP implementation early on that proved to be a dead end.
Perhaps once standalone PCSX2 merges Parallel-GS normal Anons with no ulterior motives will finally stop shouting PS2 emulation=bad in PS2-related discussions and thus stop directing fellow Anonymooses averse to R*tro*rch to completely honest and non-usurious old vidya hardware salesmen like it's 2019.

Also (Greem)Ryujinx is plenty active, I give it a 100 out of 99 chance someone will fork it to support the Switch 2 when it releases unless the mainline devs do another anti-piracy kneeling ritual to abscond themselves of sin before adding it themselves.
Replies: >>265472
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>>265466
>libshitro
Weird, the paraLLEl-GS repo still claims "PCSX2 integration is early days and very experimental / hacky" but the LRPS2 code seems to have been committed by the head paraLLEl-GS dev himself. At least the PCSX2 patch is still being updated. Maybe time to try it out since this implies the renderer is somewhat release ready.
>randomly browsing the LRPS2 repo
>find a bunch of hardcoded random game hacks
Hilarious, can't make this shit up.

>(Greem)Ryujinx is plenty active
Skimmed through a couple of pages of commits and it seems to be the same situation as the Yuzu forks, except with more noise and even less real work. Only "new" features seem to be old (begeon exclusive?) or experimental (not ready and probably still not ready?) stuff that never got merged into the main repo.
Replies: >>265475
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>>265472
wow it's almost like the playstation scene is still run by third worlders who don't care if the emulator actually works as long as it looks like it works long enough for a youtube video
just get a fucking slim already, DVD-Rs can be had for pennies at your local goodwill and PCSX2 will never truly unfuck itself until the nintendo trannies get tired of the taste of lawyer cock and migrate over
Replies: >>265479 >>265485
>>265475
What are you talking about retard? ParaLLEl-GS is developed by Norwegians and the screencap code is from LRPS2 (written by unrelated libretro tards), not PCSX2, and has no bearing on emulation core accuracy. Didn't take the grifter shills anon was talking about for real but here you are.
Replies: >>265483 >>265488
>>265479
He's one of those fags that has to signal that he only plays on actual hardware at every opportunity.
Replies: >>265488
>>265475
>DVD-Rs can be had for pennies at your local goodwill
Wrong unless you're in the market for garbage like Just Dance Kinect or Madden 2014 for Xbox One. Reseller kikes scoop up everything that looks remotely worthwhile and list it on eBay for 100,000% markup because collectorcucks are likely to pay that much. Same is also true of yard sales.
Replies: >>265488
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>>265479
Those are basically AR codes for 60FPS, widescreen, disabling interlacing and so on. That's fine to have as part of your emulator if your goal is to be retard-friendly. My point still stands that PCSX2 is full of disgusting game-specific hacks that should have been thrown in the garbage 10 years ago: https://github.com/libretro/LRPS2/blob/main/resources/GameIndex.yaml

Compare this to Dolphin, which does have a bunch of speedhacks but keeps them around for people on potato hardware rather than because the devs are too lazy to fix their emulators so games work properly without the hacks, and generalizes them as much as possible so their version of GameDB is a list of the games that the hacks break (compared to the 99% that don't care) instead of the chronicle of a chimp in Argentina mashing buttons until Ratchet and Clank stops glitching out. The only truly disgusting hacks I know of in Dolphin are related to CPU cycle timings and the MMU, and the devs have repeatedly explained that emulating it properly would destroy performance due to the cost of emulating icache.

>>265483
What are you, poor? :^) I don't care unless the emulator is a mess and piracy on real hardware is cheap and easy. These days that's just Xbox (though xemu is making progress), PS2 and arguably PS3 since upgrading your PC to get fullspeed in RPCS3 is going to be more expensive than just getting a CFWable slim for most people.
>>265485
>Wrong unless you're in the market for garbage like Just Dance Kinect or Madden 2014 for Xbox One.
Anon, I...
Replies: >>265495 >>265505
>>265488
For what it's worth the PCSX2 devs have spent the last 4 years gradually removing game-specific hacks while also slowly unfucking the emu itself, but due to the fuckhueg amount of hacks already present even if the emulator reaches Dolphin levels of compatibility it's still gonna take another of getting rid of all the crust.
>These days that's just Xbox (though xemu is making progress), PS2 and arguably PS3 since upgrading your PC to get fullspeed in RPCS3 is going to be more expensive than just getting a CFWable slim for most people.
RPCS3 is objective worse than current PCSX2 from a UI and usability standpoint, it has the worst UI out of all the major emulators and is riddled with undocumented regressions and random crashes on games both popular and obscure, whereas PCSX2 largely werks out of the box even on Nipponese meme games.
A GameDB with preset hacks is one thing, but a wiki filled to the brim with outdated information and "cheats" required to get some games properly playable which have to be downloaded manually per game because RPCS3 by itself can't download its own cheatdb is fucking gay, and beyond that having to fuck around and set up a custom preset for almost every single fucking game just to play them is downright pathetic in CY+10, not even Xemu with its much less comprehensively emulated hardware is that asinine.
>>265488
>Those are basically AR codes for 60FPS, widescreen, disabling interlacing and so on. That's fine to have as part of your emulator if your goal is to be retard-friendly.
No shit, Sherlock. It's not like it says it right there in the screenshot or anything. The reason I posted it was that it's been done it in the most retarded way imaginable, possibly surpassing yanderedevcode.png: 5.8k lines of hardcoded pnach patch strings and if/else statements (with hardcoded string comparisons of course).
>My point still stands that PCSX2 is full of disgusting game-specific hacks that should have been thrown in the garbage 10 years ago: https://github.com/libretro/LRPS2/blob/main/resources/GameIndex.yaml
No one was talking about that. I'm well aware of them, once had a 'tism throwdown with an anon claiming they removed all the game specific hacks when what they'd really done was moved the hacks out of the source and into the GameIndex (an improvement to be sure but hack free it ain't).
Replies: >>265507 >>265522
>>265505
I see. That part pretty much blew past me because it's libretro, so I assumed it was written in a stupid way because RetroArch is stupid and wouldn't work with the proper method of loading that shit from a bundled file. Even given that the patching code is copied every time instead of being an easily-optimized-away function (and not using for-with-declaration, and storing the patches in a char*[] only to cast them to string one statement later) is truly CS grad tier.
>hardcoded string comparisons
Acceptable considering the serial number is effectively an immutable token that will never change for licensed games. If your bullshit hack changes the serial for some reason I'm sure you're also smart enough to disable interlacing yourself.
Replies: >>265522
>>265507
>>265505
Back when LRPS2 went by the name of pcsx2-libretro it had a GameDB.txt that was supposed to be shoved into the core itself when compiling but it was a frequent cause of build fails and required some niggerlicious manual code adjustments to properly finish a build.
Glad to see the wise and respectable Libretro team is taking the reasonable option of baking the GameDB and all of its hacks into the C++ code itself, imagine the horror of extending the Libretro specification in ways that don't revolve around AI services or ports to Chinese handhelds!
Speaking of PCSX2, there's highly anticipated pull request undergoing testing said to accurately emulate the PS2's non-IEEE 754 FPU in software.
This supposedly fixes shitloads of decades-old issues of varying severity and obsoletes a number of hacks/clamping workarounds in the GameDB, has anyone here with a real PS2 to compare against tried it out?
Replies: >>265839
>>265824
Interesting, but I can't see how performance won't be absolutely disgusting.
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If you haven't seen it yet, the guy behind paraLLEl-GS published a blog post about it back in July of 2024:
https://themaister.net/blog/2024/07/03/playstation-2-gs-emulation-the-final-frontier-of-vulkan-compute-emulation/
He goes on explaining how he implemented each component of the rendering pipeline, the challenges involved and their solutions.
There are also quick explanations of PS2 specific functionality, along with comparisons to paraLLEl-RDP (N64's version of paraLLEl-GS).
You'll probably need a surface level understanding of graphics programming in order (to try) to understand this though.
Here's some bits I found interesting/funny:
>The argument for doing compute shader raster on PS2 is certainly weaker than on N64. [...] My main motivation here is basically “because I can”.
>There is a dedicated cache for framebuffer rendering and textures, one page’s worth. Games often abuse this to perform feedback loops, where they render on top of the pixels being sampled from. This is the root cause of extreme pain.
>There is an explicit command that functions like a “sync and invalidate texture cache”. In the beginning I was hoping to rely on this to guide the hazard tracking, but oh how naive I was. [...] Either games forget to use TEXFLUSH (because it happened to work on real hardware), or they TEXFLUSH way too much.
>[...] One of my pet peeves is when UI elements have a significantly different resolution from 3D objects and textures.
>[...] The core message is basically to never upscale UI beyond plain nearest neighbor integer scale. It just looks bad.
>There’s guaranteed to be a million bugs lurking since the PS2 library is ridiculously large and there’s only so much I can be arsed to test myself.
Hybrid_Prediction_for_Games’_Rollback_Netcode_--_Alain_Lioret;_Lior_Diler;_Sami_Dalil;_Marion_Mota_--_ACM_SIGGRAPH_2022_Posters,_SIGGRAPH_'22,_--_10_1145_3532719_3543199_--_b81057d17308d0f3dfc83c7d9501de29.pdf
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I wonder why nary a single sweaty Melee tryhard has gone as far even as to hook in muh AI for rollback input prediction using freely gathered telemetry datasets from other tryhards, then sell it to goyim via Patreon before getting anally sued by Nintendo.
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Just finished Alice for PC, and am now trying to run Madness Returns via RPCS3. Got a boatload of log errors while the game was "installing" but things kept moving. Second pic related. Then on the autosave warning screen, when I pressed START to continue, the game softlocks and this error showed up in the log. First pic related.
Oh hey, it's on PC as well. What the hell am I doing?
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>try setting up lindbergh-loader
>end up scouring archive.org for loads of dumps none of which work
>finally find https://archive.org/download/Yori-Arcade-Arcade_Games_-_SEGA_Lindbergh_YELLOW-RomVault which in combination with https://archive.org/download/Yori-Arcade-Arcade_Games_-_SEGA_Lindbergh_YELLOW-RomVault produces working dumps that go ingame
>games run, time to manually configure the gamepad controls in the .conf with help from evtest
>map buttons and axes semi-randomly hoping to see what sticks
>finagle the analog input correctly, but can't engage boost in Sega Race TV despite having mapped every pad button
>boost works by pressing Y on keyboard
>has to be an X11 mapping since I'm in the default input mode which accepts both X11 and evdev inputs
>look in the configuration file at the X11 mappings
<none of them correspond to Y
<all evdev buttons are mapped to the pad save for the test button
Replies: >>268589
>>268588
Shid, meant to link https://github.com/zognic/lindbergh-install .
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https://segaxtreme.net/resources/mobile-suit-gundam-english.226/
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https://torrentfreak.com/emulation-console-update-bakes-in-instant-free-pirated-game-downloads-250224/
This article is mostly uninteresting, but the line in pic related got a chuckle out of me.
Replies: >>269160
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>>269156
In the old days, I would get handed a floppy disk with unknown games on it and no docs. It was better that way. No docs, no spoilers, no nothing. Just figure it out. But of course those were programs guaranteed to run on my hardware. Now it's like you have to configure emulator exactly right for fucking games to work.
Are there any good controllers out there for playing GC games on PC w/ dolphin? I'd like something that resembles the original controller and not just use an Xbox one.
Replies: >>269212 >>269248
>>269207
Suck it up and get the real thing, or find one of the PowerA "pro" controllers.
Replies: >>269614
>>269207
I'm not aware of any controllers that really have the Gamecube L/R click.
Replies: >>269606 >>269614
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https://github.com/hedge-dev/UnleashedRecomp/
Sanic Unleashed recomp is out, now you'll no longer need a PS3 or a PC capable of emulating a PS3 at good speeds for the full fast experience.
Replies: >>269637
>>269248
They don't have the "click" but they have analog triggers that can get the same end-result.

You might be able to find a moddable controller that has click-trigger parts, haven't looked myself though.
>>269248
You can make the Dualsense feel like that.
>>269212
Aren't there a million third-party GC controllers for the Switch? Any of those should work on PC as far as I'm aware.
>>269605
I don't really give a shit about Sonic, but seeing PC ports of 360 games is cool.Curious to see what comes next.
Replies: >>269638
>>269637
What's on 360 but not PC?
>Operation Darkness
>Saints Row 1
>Fable 2
>Nuts and Bolts
>Blue Dragon
<N64 Rare games already decomped or close to it so eh
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>>269638
>Crackdown
>Crackdown 2
>Perfect Dark Zero (lol)
>Gears series
>Jetpac Refuelled
>Lost Odyssey
>Rumble Roses XX
>a few mediocre fanservice shmups like Otomedius
>Shrek-N-Roll
Replies: >>269866
>>269638
There's also Dead Rising: Case West, which is bizarrely still Xbox exclusive while the rest of the series is multiplat.
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would anon recommend me shin megami tensei 1 on snes or playstation?
Replies: >>269837
>>269832
Neither, play the Sega CD or PC Engine version. The PS1 and SNES versions are censored.
Replies: >>269846
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>>269837
>censored
>SFC version came first
>censored
???
Replies: >>269849
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>>269846
https://archive.ph/Cr5F
<There is some strange censorship between the versions. Early in the game, you dream of a strange ceremony with a priest and bizarre guards. In the Super Famicom, Playstation and Gameboy Advance versions, they're clothed, but are completely without pants in the PC Engine and Mega CD versions.
Replies: >>269850 >>269852
>>269849
>letting your pants get in the way of you fucking the moment she's summoned
shiggy diggy
Replies: >>269851
>>269850
fucking alice*
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>>269849
>unironically citing HG101 as a source on censorship
Replies: >>269858 >>269862
>>269852
Got a better source?
>>269852
Your image triggers my autisms.
Replies: >>270964
>>269638
>>269680
>no mention of ninja gaiden 2
sad
Jew-tendo did another round of takedowns. So what's the go-to fork of ryujinx now?
Replies: >>269891
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>>269871
>ryujinx
https://github.com/ryujinx-mirror/ryujinx
small fixes
https://github.com/Ryubing/Ryujinx
Most activity

I use ryujinx-mirror because of the following issue in Ryubing/Ryujinx
https://github.com/Ryubing/Ryujinx/pull/409 I'm on w10 ameliorated to stop windows-chan from peeking at me while I fap. Haven't found a way to bypass this on my end. Even if I did find a solution, I have some reservations. Pic related, Ryubing/Ryujinx was GreemDev/Ryujinx at first. I think it's weird for a dev to say things like that. Interesting Tag too. The comments in the link as well. Pick your poison I suppose.
>>269891
>I'm on w10 ameliorated to stop windows-chan from peeking at me while I fap
What youtuber told you that his pajeet ISO is going to save you from Bill Gates and the feds?
>>269891
Christ, I could have sworn that .NET 6 came out just a year or two ago. Why do emulator developers have to chase the dragon so much on libraries?
Replies: >>269918 >>270747
>>269906
Three years old, actually.
>chasing the dragon
I can think of a few reasons.

1. It's what they use at "work" and they don't bother with multiple environments for some reason.
2. They all use Arch (btw) and are using the latest of everything anyway.
3. New libraries can actually have useful features. .NET 6 added native symbolic link support and the first stable version of MAUI (Xamarin's cross-platform WinForms clone) both of which have to be useful for an emulator.
>>269891
>Both of those are already down
Now what? And why do these fags keep using github?
Replies: >>270761 >>270785
>>269906
What about mods made by boomers that require Windows 11 and the latest .NET and vcredist just so it can display a box with a checkmark on it.
>>270739
https://github.com/orgs/Ryubing/repositories
Ryubing shifted to here
>>269891
>Haven't found a way to bypass this
Found a way to bypass this.
type powershell into a folder's address bar. Go to the taskbar, right click on powershell, choose Run As Admin, a new window opens with powershell as Admin. Use whatever method you want, you need an elevated terminal. Enter the following, Set-ProcessMitigation -Name "PATH\TO\ryujinxEXE" -Disable UserShadowStack. Target the place you put whatever fork you have, should be good to go. Use Get-ProcessMitigation -Name "PATH\TO\ryujinxEXE" for a printout of that file's attributes. If DEP is Not Set or ON -AND- this does not work, try disabling DEP as well. Set-ProcessMitigation -Name "PATH\TO\ryujinxEXE" -Disable DEP. I didn't have to. All of these commands only target the file you specify. The rest is on you.

>>270739
>why do these fags keep using github?
https://git.ryujinx.app/explore
Found this, knock yourself out. Ryujinx-mirror is there as well.
>>269638
The Darkness
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Felt like playing some PS2 gaems but ended up messing around with paraLLEl-gs instead. Finally high resolution emulation without broken 2D elements. Except for some high CPU usage at the start (compiling shaders?) it runs very well so far.
Replies: >>270855
>>270851
PS2 emu has been pretty good for a while now  it's just a shame there's no good controller options for pressure based buttons or six axis  
just imagine a  controller with all of the above and touch pad and  you would have the ultimate controller for ps emulation
Replies: >>270882
>>270855
So....a Dualshock 3?
It has both pressure sensitive buttons and a gyroscope.
Replies: >>270883
>>270882
pretty much yeah  most dualshock 3s are either fake or in shit condition or are a battery bomb and having a dozen controllers around just really does not make sense  when I only need around 6 or 7 at most
so having a new third party that actually works with PC would be  nice ignoring  that one that pretty much turns into a xbox 360 controller when plugged into a PC
Replies: >>270920
>>270883
https://www.amazon.com/VOYEE-Controller-Wireless-Dualshock-Playstation/dp/B07ZRSYWNB

I have one of these, and it's of surprisingly decent quality for how cheap it is (if you can find them, idk why all their PS3 stuff is unavailable). It registers on my PS3 as an actual controller, not a third party, has full 360 on the sticks, pressure sensitive buttons, and sixaxis. I would recommend snagging one if you can hunt it down, I think I only paid something like $13 for mine.
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>>269862
How about this?
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>It's not that much of a stretch for someone so in love with emulation to try applying it to their gender
It all makes sense now.
Replies: >>271449
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>>271401
bait used to be believable.
Replies: >>271466
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>>271449
I mean this is the guy who wrote his own real life fan fiction about Byuu killing himself and tried to use it as a personal army request to get foxdick farms shut down, then when he realized lying about a suicide to defame people can get you sued he backtracked by... changing his twitter bio, so all his hard work gaslighting the emudev scene wouldn't go to waste.
Replies: >>271488
>>271466
Could you elaborate on this?
What I know from byuu's "suicide" is that he tried to bribe Jewsh into shutting down the byuu/Near discussion thread on the farms in exchange for 25k burgerbucks, then sperged out and allegedly killed himself to show he meant business.
Replies: >>271490
>>271488
Not him but I remember one of the "revelations" of that shitshow was byuu having a proof-of-death arrangement where someone would post a picture of his passport in 72 hours if he died/an hero-ed. That didn't happen. The State Department also publishes the deaths of burgers living abroad, so byuu's real name should have turned up on that list for the day he allegedly killed himself. That also didn't happen.
Replies: >>271513
>>271490
Is his passport valid if it shows the wrong gender?
https://gitlab.com/skmp/dca3-game
>dca3 is a port of GTA III/VC for the Dreamcast made by The Gang, using re3 as a base.
>re3 a fully reversed source code for GTA III/VC.
At first I thought I've stumbled upon something from the first of April, but it apparently is real. Not that there is any reason to play these games through a Dreamcast emulator, but now you can do it if you want to.
b1cdf4ed91a38304fdeed5025dd933e2ce68a9b253325e2124e3b2700527c7d6.jpg
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how 2 ps3 emulation I don't get it, I got rpcs3, installed the firmware and got a game folder in the games folder, but it doesnt' show up in the emulator and when I try boot game and search for it the folder/folders of the game come up empty
Replies: >>273677
>>273667
Is your game a disc image or a PKG?
PKGs need to be installed to the emulated HDD, disc images need to be decrypted then mounted.
NPUA80480_screenshot_2025_04_17_08_38_49.png
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I upgraded the fuck out of my setup a couple months ago and I've just been emulating PS3 games. Honestly that console had a surprisingly underrated library. We made fun of it back in the day but by the end of its life cycle it had some really good shit in it.
Went through Asura's Wrath and MGS4 recently, That was a lot of fun. Currently playing through the first Infamous game. I'm liking it.
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