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Posts by techmuse

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you love to see it

2 days ago 1 0 1 0
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it’s real

6 days ago 0 0 1 0
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#nowwatching Steven Universe Future, very interested to finally watch this after so long because of how divisive the reputation is online

2 weeks ago 0 0 0 0

Started the first Rachet and Clank game yesterday and it's pretty good so far

2 weeks ago 1 0 0 0
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why did they make the new default dark theme in vscode look like this, like why are the variable names white

at least you can easily switch back to the previous dark theme but still

3 weeks ago 2 0 1 0
Cream the rabbit grinding on a rail

Cream the rabbit grinding on a rail

[COMMISSION]
Cream the rabbit!
#sonicthehedgehog #fanart
#creamtherabbit

3 weeks ago 1688 524 9 1

After a few weeks of inactivity I finally got around to posting some updates regarding the state of my Splatoon Archipelago implementation that was previous just on the Archipelago discord, check it out here. some parts do get a bit technical but I tried to make it generally approachable:

3 weeks ago 4 1 0 0

rando is dead, far from it, it's just that I've been focusing more of my efforts into the Archipelago implementation as of late

3 weeks ago 1 0 0 0

especially in regards to more technical details but believe me I'm really excited to work on the project, so stay tuned for me. Overall summary: I got a preliminary version of the client and APWorld working, but there's still plenty of work that needs to be done. That doesn't mean the standalone

3 weeks ago 1 0 1 0
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needs works so that it generates correctly but this is alreayd very promising so far. I've also started to work on writing some of the in game hooks to send events to the AP server, and some AP manager classes to keep track of all the events sent and received. I know I did a lot of rambling here...

3 weeks ago 1 0 1 0
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recently I've started work on the APWorld side that's written in Python, that defines the locations, items, rules, and pretty much anything in a world. thanks to the APQuest example for how a world is structured, I got it to generate a multiworld on minimal accessibility, full accessibility still

3 weeks ago 1 0 1 0
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funnily enough 3 days ago a PR by developer KScl was merged that rewrote the data package caching to improve performance and memory efficiency via the methods shown here: github.com/N00byKing/AP...
it's pretty awesome, so I'll give it a shot and see how it goes

3 weeks ago 1 0 1 0
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the crashes were was largely because of the function parseDataPkg, which parses the data package json recieved from the AP server upon connection, I ended up rewriting it to use iterators over range based loops and used references wherever I could

3 weeks ago 1 0 1 0

ABI tangent aside after some work I got it to run and connect, but I had to do some extra work as it kept crashing on console on connection due to issues regarding high memory usage that Cemu ignored. always test your hacks on console and emulator kids, especially if code hacks are involved

3 weeks ago 1 0 1 0

luckily I know a group of people who are currently working on a fork of the Clang compiler that supports the GHS C++ ABI, allowing you to utilize modern C++ features that's compatible with the game, alongside a new dynamic code injection system named Telkin in the works, so stay tuned for that

3 weeks ago 1 0 1 0

C however doesn't have this issue due to having a stable ABI across compilers. as a bonus fact that's why many languages such as Rust or Python expose C interfaces, as a universal language that connects everything together.

3 weeks ago 2 0 1 0

in simple terms this means that both compilers don't agree about how C++ features such as virtual functions, classes, and even the STL are implemented internally, resulting in a hot mess if you were try to mix C++ from different compilers. plus the versions of GHS being used here is stuck to C++ 98

3 weeks ago 1 0 1 0

stay MIT so I'm dynamically linking it, and 2, more importantly, that wouldn't feasible because of the vastly incompatible ABIs between GHS (the compiler used for retail Wii U software and my custom code to be compatible with the game) and GCC (the compiler used by wut for homebrew)

3 weeks ago 1 0 1 0
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afterwards I ended up writing a C interface for APCpp that would be exported when built into an RPL (essentially the Wii U version of a DLL on Windows). if you're curious on why I don't just statically link the library or just export the C++ functions: 1, APCpp is LGPL and I'd like my project to...

3 weeks ago 1 0 1 0
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IXWebSocket luckily provides an alternative interrupt method that can be used for platforms that don't support Unix pipes such as Windows

IXWebSocket luckily provides an alternative interrupt method that can be used for platforms that don't support Unix pipes such as Windows

Wii U stub for <netinet/ip.h> as it doesn't exist in wut

Wii U stub for <netinet/ip.h> as it doesn't exist in wut

straightforward process using wut from devkitPro, with the only platform-specific details I had to deal with being in IXWebSocket where wut doesn't have Unix pipes and is missing <netinet/ip.h>, but those problems were able to be easily solved (see alt text for details)

3 weeks ago 1 0 1 0

There are other options such as apclientpp, but I ultimately decided to go with APCpp as there were less dependencies (just needs mbtedtls/OpenSSL, zlib, IXWebsocket and jsoncpp) to rely on and I found its API to be easier to wrap my head around. Porting it over to Wii U was a fairly…

3 weeks ago 2 0 1 0
GitHub - N00byKing/APCpp Contribute to N00byKing/APCpp development by creating an account on GitHub.

As shown above, I do intend to support both console and emulator for this mod, thanks to CLPC which makes it easy to compile mods for both platforms.
For some of the technical details: I used APCpp, a C++ library for interfacing with the Archipelago server github.com/N00byKing/AP...

3 weeks ago 2 0 1 0
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‘ts been a few weeks but now I’m getting around to posting some updates regarding the Archipelago randomizer implementation that were previously just on the AP Discord. Right now, I got a proof of concept of the client working, with it being able to connect to an AP server hosted on my PC!

3 weeks ago 1 0 1 1
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A couple Splatoon 3 critique videos I’d like to recommend as I really enjoyed the analysis provided as someone like myself who sunk 100s of hours into the game and still enjoys it, one by Luke Explains Stuff and another by @aquarissoul.bsky.social (links below!)

1 month ago 6 3 2 0

SPM JP Crash Fix Mod is out! And, alongside it, a write-up I made on the bug that causes those crashes in the first place. johnp55.github.io/spm-jp-crash...

1 month ago 8 4 0 1
Splatoon 3: Fun on Nintendo's Terms
Splatoon 3: Fun on Nintendo's Terms YouTube video by Luke Explains Stuff

youtu.be/vyvd7chkcLE?... and the Luke Explains Stuff video

1 month ago 0 0 0 0
How I Fell Out Of Love With Splatoon 3
How I Fell Out Of Love With Splatoon 3 YouTube video by Aquaris

youtu.be/r9apRrrazRQ?... the Aquaris video

1 month ago 0 0 1 0
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A couple Splatoon 3 critique videos I’d like to recommend as I really enjoyed the analysis provided as someone like myself who sunk 100s of hours into the game and still enjoys it, one by Luke Explains Stuff and another by @aquarissoul.bsky.social (links below!)

1 month ago 6 3 2 0
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A half-body drawing of Marie from the Splatoon series.

A half-body drawing of Marie from the Splatoon series.

Happy Mar13 Day! 💚

#art #mar13day #splatoon

1 month ago 378 118 1 0
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Super awsome splatoon post
Happy Mar13 day 💚
#splatoon #Marie #Mar13 #art

1 month ago 381 129 1 0