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Posts by Fig

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new york city was awesome i saw lesbians making out on the subway

8 months ago 15 1 0 0

I love you ❤️

9 months ago 1 0 0 0
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10 months ago 10 0 0 0
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This just in: man who's spent hundreds of hours losing in the same way learns to jump out of the damn way

11 months ago 31 3 0 0

I love you ❤️

1 year ago 2 0 1 0
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2 year loml anniversary 😸 @fig02.bsky.social

1 year ago 15 1 1 0

join oot server and drop a clip, someone will pick out whats wrong with it guranteed

1 year ago 0 0 0 0
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No, the leever dies in that case. In this case, the biri (and keese) never die.

1 year ago 0 0 1 0

incase it isnt clear, their patch is still drawing only one side. its just the correct side

1 year ago 1 0 1 0

I guess its fair to be worried in a case of a large room with a bunch of doors visible at the same time. It makes sense to only draw the visible side. But I personally would have just drawn both sides on a door that is being opened

1 year ago 1 0 0 0

in my opinion performance isnt affected at all here and they could have just drawn both sides of the door at the same time without worrying. Its not a very complex model

1 year ago 0 0 2 0
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In NTSC 1.1, doors (with door knobs) were patched so that they are visible while being opened from sharp angles.

Only one side of the door is drawn at a time, so the logic was improved that calculates the angle it is being viewed at.

1 year ago 31 6 1 0

Nice!
Yeah as someone working on OoT decomp I'd kill to know what the original devs thought of the project. Cool that it can kinda happen in this case lol

1 year ago 1 0 0 0
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GitHub - PrimeDecomp/prime: A matching decompilation of Metroid Prime A matching decompilation of Metroid Prime. Contribute to PrimeDecomp/prime development by creating an account on GitHub.

If your friends dont already know about this project, they might find it interesting! github.com/PrimeDecomp/...

1 year ago 0 0 1 0

Crazy. A bunch of people I know spend their days learning about the ins and outs of that compiler and the code it generates, in an effort to decompile games. Very cool that you know people who worked on it. Small world!

1 year ago 0 0 1 0
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I would guess that it didnt come until years later, but idk for sure.

However, since posting the video I learned that the same bug exists with keese. So they likely found the bug for them, and then fixed all existing usages with the same code

1 year ago 3 0 0 0
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In NTSC 1.1, a niche interaction with Biris and Ice Arrows was patched. This interaction is not possible in normal gameplay.

Imo, this implies that the original play testers were spawning into places with map select and trying random combinations, not worrying about story implications.

1 year ago 75 19 5 0

alot of manual investigation yeah. not nearly as complete as actually decompiling the code and getting a complete picture of every single difference

1 year ago 0 0 0 0
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In NTSC 1.1, Attack Cuccos were changed to use invincibility frames instead of Link's "damaged" state flag. The state flag does not last as long, and can lead to a softlock if a cucco corners you.

1 year ago 75 18 2 0

I've begun my research into version differences in Ocarina of Time.
This ongoing thread will be updated with examples I find interesting!

1 year ago 76 15 1 2

Thank you man. Ocarina of Time really changed my life, its crazy to be able to say that.

1 year ago 2 0 0 0

I also want to thank @halcyonhaley.bsky.social for being there for me through much of my journey back to school and supporting me through it. I couldn't have done it without you. Thank you, and I love you ♥️

1 year ago 14 0 1 0

I just walked out of the final presentation of my undergraduate career.

8 years ago I dropped out of college because I hated what I was studying.
Getting involved with OoT decomp, and ultimately being a part of the speedrunning community, is what gave me the courage to go back.
So, thank you❤️

1 year ago 53 0 3 0
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Knew this one was coming, was a matter of when

1 year ago 48 6 1 0
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A chart showing Majora's Mask decompilation percentage over time. As of December 10th, every single metric is at 100% for the US N64 version

A chart showing Majora's Mask decompilation percentage over time. As of December 10th, every single metric is at 100% for the US N64 version

Happy to announce the Majora's Mask decompilation project reached 100% completion for the US N64 version! Still tons of work to be done (other versions, more documentation, fixing fake matches, etc.), but an incredibly satisfying end to years of work. Thanks to everyone who has contributed to this!

1 year ago 302 86 5 3

no fucking way LMFAOOOOOOOOOO

1 year ago 1 0 0 0

Happy Birthday ❤️❤️❤️❤️

1 year ago 1 0 1 0
Rom Patcher JS An online web-based ROM patcher. Supported formats: IPS, BPS, UPS, APS, RUP, PPF and xdelta.

patch against a jp rom using rompatcher.com

1 year ago 5 0 0 0
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.done
drive.google.com/file/d/1_Jk9...

1 year ago 23 1 4 0

For a technical explanation: Baby dodongos (and many other things in the game) spawn explosives by spawning a regular bomb actor with a timer value of 0.
The baby dodongo does infact check that the bomb is an unexploded bomb. But the explosion will be "unexploded" for frame 0 of its lifetime.

1 year ago 10 1 0 0