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The Legend of Zelda: Decompiled

Keeping source code to programs closed is something that is generally frowned upon here for plenty of reasons. Closed source code is less secure and less customizable, but unfortunately we won't be able to convince everyone of the merits of open source code any time soon. On the other hand, it is possible to decompile some of those programs whose source remains behind locked doors in an attempt to better understand that code, and one of the more impressive examples of that of late is this project which has fully decompiled The Ocarina of Time.

To get started with the code for this project, one simply needs to clone the Git repository and then use a certain set of software tools (depending on the user's operating system) to compile the ROM from the source code. From there, though, the world is your rupee-filled jar. Like we've seen from other decompiled games, any number of enhancements to the original game can be made including increasing the frame rate, improving the graphics, or otherwise adding flourishes that wouldn't otherwise be there.

The creators of this project do point out that this is still a work-in-progress as only one of the 18 versions have been completed, but the fact that the source code they have been able to decompile builds a fully-working game when recompiled speaks to how far along it's come. We've seen similar processes used for other games before that also help to illustrate how much improvement is possible when re-writing old games from their source code.

Thanks to [Lazarus] for the tip!

#games #c #compiler #decompile #decompiler #n64 #nintendo #ocarinaoftime #sourcecode #zelda

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PHP: Don't try to write a clever regex to validate email addresses, the range of valid addresses is far far wider than you could possibly imagine. Just don't.

Also PHP: github.com/php/php-src/blob/ma

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2385. Final Exam 

title text: For those of you also taking Game Theory, your grade in that class will be based on how close your grade on this exam is to 80% of the average.

(xkcd.com/2385)
(explainxkcd.com/wiki/index.php
)

Google Photo's AI classifies my pet bunny 🐰 as a dog, as a cat or as a rat. Never as a rabbit. Very amusing.

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Vim - how to record a macro 

To record a macro in Vim:

when in command mode

qm

now is recording

perform steps

q to stop recording (you must be in command mode, not insert mode)

to use macro (again you must be in command mode)

@ m (without the space)

(m is the macro identifier and can be any other letter)

to perform macro 3 times

3@ m

:vim:

[Tip: think ahead and make sure to, for instance, move to the next line so you can perform the macro twenty times without interfering]

#VimTips #Vim #Linux

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@annika reminds me of a story from Matt Pharr about how in the early days of RenderMan, they forgot to implement a hash algorithm for their hash table, which created a bottleneck that wasn't discovered until Toy Story 2: pharr.org/matt/blog/2018/07/08

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I was pretty fed up with the behavior of 'df', so I wrote my own diskfree tool.

It's called 'duf', it's written in , and you can get it here: github.com/muesli/duf

On ArchLinux, you can simply install 'duf' from the AUR.

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