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Hey everyone. Hope you all had a good week and relaxing weekend. I actually didn't game much this weekend as I was preparing to move apartments and also went on a weekend trip with friends, but I did squeeze in some Xcom 2 today. Hope everyone has a productive week.

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This demo includes a playable overworld, a new dungeon (the Minotaur Temple), some updated graphics, and general improvements to make the game play more smoothly. Check it out!

@Nakoichi@hexbear.net Pin please? powercry-1

EDIT: Thanks for pin heart-sickle

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submitted 2 years ago* (last edited 1 month ago) by riseuppikmin@hexbear.net to c/games@hexbear.net
 
 

Here are some educational resources/explanations for the games community about emulation and other game-related tools.

Note: Check my top-level replies in this thread as I ran out of text in the post

[Informational Resources]

Reddit's ROM Megathread - Unaffiliated with this site

Emulation Wiki

[Emulation as a field]

Emulation is the process of re-implementing the functionality of something (hardware and/or software) in a separate software environment. You're probably most most familiar in the term as it relates to game system emulation- like the Dolphin Wii and Gamecube emulator, but it's actually much broader than that.

While emulation does cover physical systems, it can also cover things that strictly exist as software. If you've ever played on WoW or any other MMO private servers, the actual underlying software that was being run was likely a server emulator (or in rare cases the actual official server software itself may have leaked or released).

These server emulators are created by analyzing the network information exchange (packets) sent from the game client to the server and those received by the client from the server. A painstaking and brutal process of analyzing these packets allows server reverse-engineering projects to then re-implement the functionality of the official servers, and then we can point the game client towards our reverse-engineered private server (that speaks the exact same "language" as the official servers). This then allows the private servers to provide additional or changed functionality (for example, more exp per quest) which allows a much more customizable experience.

Emulation can also be used to re-implement vendor solutions like the Steam API which provides various utilities like DRM (which the emulator could choose to ignore). A great example of an emulator in this regard is the Goldberg Emulator.

Let's say you've acquired (through legal purchase only of course) the clean steam files for a game and want to run it offline. Normally you wouldn't be able to because the steamworks DRM check wouldn't be able to authenticate against the official steam servers. If we instead replace the steam_api.dll (this could also be named steam_api64.dll depending on the game) with the one provided by the Goldberg Emulator, when the game makes the check for the steamworks drm authentication status, the Goldberg Emulator's implementation of steam_api.dll will simply return true and let us play our game offline. The game itself just knows that it asked for a DRM verification check to a service, and the Goldberg variant of steam_api.dll looks (to the game) exactly like the "real" version, except that it always returns that the steamworks DRM has been verified.

Refer to the readme within the Goldberg project for more information about what to do with specific games. Also take note that this only works with games that only use steamworks drm (most of them) and games using other/multiple DRM solutions won't work with this method only for offline play.

[Console Emulators]

All of the emulators listed below are my personal per-console pick. Each is at least in the recommended section of a great general emulation resource, the Emulation Wiki

Game Platform | Emulator Name | Emulation Platform | Comments

Nintendo Consoles

NES | Ares | Windows/Linux/Mac

SNES | Ares | Windows/Linux/Mac

SNES | bsnes-hd | Windows/Linux/Mac | Widescreen modifications for some SNES games

N64 | Simple64 | Windows/Linux | Soon to be replaced by Gopher64 by the same developer (26/3/2025) N64 emulation has a lot of viable candidate emulators, check the page here

GC | Dolphin | Windows/Linux/Mac/Android

Wii | Dolphin | Windows/Linux/Mac/Android

Wii U | Cemu | Windows/Linux

Switch | Ryubing Ryujinx Fork | Windows/Linux/Mac/ Android/iOS | Continuation of the Ryujinx project by some of the original contributors

Switch | Yuzu | Windows/Linux/Android | Killed by Nintendo 3/4/2024

Nintendo Handhelds

GB/C | mGBA | Windows/Linux/Mac

GBA | mGBA | Windows/Linux/Mac

DS | MelonDS | Windows/Linux/Mac/Android

3DS | Azahar | Windows/Linux/Mac/Android | UPDATE 2/28/2025 Pablomk7 and Lime3DS forks have joined to work on Azahar

Sony Consoles

Playstation | DuckStation | Windows/Linux/Mac/Android

Playstation 2 | PCSX2 | Windows/Linux/Mac

Playstation 3 | RPCS3 | Windows/Linux/Mac

Playstation 4 | ShadPS4 | Windows/Linux/Mac | Heavily experimental and not for casual use yet

Sony Handhelds

PSP | PPSSPP | Windows/Linux/Mac/Android

PSVita | Vita3K | Windows/Linux/Mac

Sega Consoles

Sega Master System | Ares | Windows/Linux/Mac

Genesis | Ares | Windows/Linux/Mac

Saturn | Mednafen | Windows/Linux

Dreamcast | Flycast | Windows/Linux/Mac/Android

Microsoft Consoles

Xbox | Xemu | Windows/Linux/Mac

Xbox 360 | Xenia | Windows

Apple Phones

iOS 2.x | TouchHLE | Windows/Mac/Android

[Graphics Packs]

A lot of emulators have texture replacement capabilities built into them. What this means is that users can manually and/or AI upscale textures from the game into higher resolution or outright replace them with other textures. There aren't currently (that I'm aware of) area that have consolidated links to these things, so you'll unfortunately have to search individual project forums and look for texture or graphic packs links.

Some known graphics packs repositories:

Dolphin Forums

Citra Forums Killed by Nintendo 3/4/2024; waiting for the dust to settle for recommendations

[Graphics API Translation Layers]

Sometimes there are scenarios where a game may only use DirectX to draw it's rendered graphics to screen and we may not want this. This could be for performance reasons (maybe the Vulkan graphics api has better performance, maybe DirectX isn't available on our OS, or maybe the DirectX version is really old and not properly supported by our OS/GPU/Driver combination). In these instances we can use translations layers to translate DirectX graphics api calls into Vulkan calls using utilities like DXVK . Explaining which files to copy over depends on a per-DirectX version basis, so you'll have to use a combination of the PCGamingWiki and DXVK documentation to figure out which files to replace.

[Graphics Post-Processing]

With a utility called ReShade we're able to inject various post-processing effects into the final stage of the graphic rendering pipelines of games. This allows you to adjust color curves, inject path-traced global illumination (a method like ray-tracing), and add a bunch of other effects to DirectX9/11/12/Vulkan games.

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I can now chop through 3 Switch1s.

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trump-kaneki

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Still struggling with the parry system, I'm not typically great at split second timing but I think I'm starting to get the hang of it by gauging it on the audio queues.

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I recently finished the game on pc and boy am I torn. Firstly I want to go over what I enjoyed.

Combat

It's hard to put into words what parts of combat I enjoyed most. It may be how visceral it is or the fluidity of it. I loved constantly running out of ammo and having to use random things on the ground to win a fight.

The AI was excellent with them constantly flanking, out-maneuvering, and mourning for dead comrades.

And that's if you engage with things head on. The stealth in the game, while not as complex as metal gear, is very serviceable and is a totally viable play style that is extremely enjoyable.

Honestly I had more fun in the rogue-like mode and encounters than I did with the main story. Which brings us to...

The Story

I really enjoyed the story of the first "Last of Us" and I think what made it so great was Joel & Ellie. They had a great dynamic that really held your attention for the breadth of the game.

SPOILERS FROM HERE ON

SpoilersKilling Joel off is not a bad idea in it of itself. It's a powerful move that did make an impact on me at my first playthrough. But my god they do nothing with it. His death and the vengeance story that falls after is twisted into some sick Zionist propaganda. I really hate how the WLF and Sepharites are handled. I could explain it all but vice made a pretty decent article about it.
My overall opinion on the game is I really disliked the story. Not just because of the propoganda but also because half the characters are terribly unlikable. Abby is described as a piece of shit in the story. And I uh. Honestly agree.

My favorite character in the game has to be Lev. It's crazy what happens when you make a character likable.

This is the end to my semi-rant about a game I didn't enjoy as much as I would have liked to.

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with how much they've been fucking up, it's no wonder so many veterans abandoned ship

The only major name left of the original founders is Atsushi Inaba and all the pre-Platinum games he produced were directed by either Shinji Mikami or Hideki Kamya.

Their last major game was Bayonetta 3 - which took way too long to come out, had shit marketing and a story that fans hated: it underperformed in sales and was also panned by fans, being deemed the worst of the Bayonetta games.

Their last game at all was a Bayonetta side story game that was so off of anything in the series that almost no one was really interested in playing it.

Along with having a niche audience, they also limited themselves to only one platform since 2019. and Their last multiplatform game was Nier Automata, in 2017.

That's of course not counting Babylon's Fall - a game that buried itself with its own initial public previews where placeholder armor and weapon models from Final Fantasy 14 were used in its promo materials

Now, their only chance of surviving seems to be Ninja Gaiden 4 and the new Okami game - and unless they pull off something as well animated and fun to play as Nier Automata, they probably won't be around much longer.

hell, I don't see them surviving another 5 years unless they sell themselves to Nintendo or Sony

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This game is still so much fucking fun 2 decades later, not surprised the hogs are paying $50 for a shinier upgraded version of this delicious slop

I still haven't even gone to the Shivering Isles because I want to be at least level 10 or so before I set foot in there so I don't instantly die, OOO is no joke

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Should have been a screenshot but I was afraid to alt tab a bethesda game and had steam overlay killed.

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I could practically feel the warm summer evening air on my skin when I took this shot- the sense of realism you get from the nature in this game is something else. Thank you crunching Rockstar devs who never got to see your children for your sacrifice

Also this shit came out on the PS4, further proof that we didn't need this newest console generation or these past few batches of overpriced GPUs that catch on fire and need additional support inside the case because they draw so much power and have bloated to such monstrous sizes

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This gun can fire a total of 4 shots and is built for precision rather than volume of fire. Gears and steering hinges allow for horizontal and vertical traverse, and the rotating barrel allows the currently firing cannon to be placed on top. Cannons are bound to the 1-2-3-4 keys in counter-clockwise order.

Having a lot of fun using it, and it's carried me through a few of the early levels.

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