waking up in a cold sweat
why doesn’t Hades have a whip
waking up in a cold sweat
why doesn’t Hades have a whip
SNES app has rollback netcode and literally no other first party switch game
Yeah. You might be interested in a post I wrote earlier about my theory for why emulators have rollback more often (or better) than games running direct on the OS:
Another thought is that really, the hard part was for emulators to support rewind. That is a crazy feature: it took like 20 years between the first SNES emulator and rewind becoming mainstream. Then, adding rollback netcode on top of that is standing on the shoulders of giants.
How many games on their own support rewinding time? Braid, Sands of Time, a couple others, all of which have that as a starring game mechanic, not a mere quality-of-life feature, since it’s so dang hard to do.
nesDS had it in like 2006!
yeah this is how i finished SMB2J
How many games on their own support rewinding time?
if you think about it like 25% of puzzle games have rewind just by having an undo feature
but it’s like rewinding exactly 1 frame so, not v interesting
it’s pretty standard in racing games?
I wonder which physics middlewares support running backward?
(I guess I just learned that the specialized ones they use in racing games do for one)
Emulator rewind is similarly surface-level, right? Rewinding entire game snapshots instead of an implementation tracking specific object states over time and all the debugging that entails.
When the RAM and speed of the host machine is ridiculously higher than the emulated device, you can “simply” store and load entire save states at 60fps, yeah. According to this video, this is how most emulators do it, although I’m still looking for a firsthand explanation from an emulator author.
Two “better” ways I can imagine are A) applying lossless compression on the sequence of save states to take advantage of the fact that only a little bit of the RAM changes each frame, and B) actually having a reverse implementation of each CPU instruction and literally running the emulation backwards. I imagine A is fairly common, but B is a wild idea and I’d be fascinated to hear about any emulator that does it, if one exists.
Both of those still sound easier than implementing rewind natively!
It’s worth noting in this discussion that (since the NES/SNES classic) Nintendo’s emulation efforts have been headed by a European subsidiary, NERD. I think their separate-ness from Nintendo-proper is an additional factor into why their thing has rollback netcode whereas the rest of Nintendo isn’t there yet.
https://en.wikipedia.org/wiki/Nintendo_European_Research_%26_Development
Also, zsnes had coarse rewind (~5-second intervals) back in like 2002 or whenever (that’s how I was able to tolerate SMW hacks back in the day). Modern emulator rewind only really differs in how frequently the snapshots are taken.
Centipede
Also more than once I thought the shadow of my piss stream looked pixelated. Idk if I was breaking the simulation or if this is a thought seed corrupted by video game xp.
From my understanding the way rollback was implemented into Melee isn’t quite how it was done in something like Fightcade. The video in the OP as well as the first comment by the author in this post has an explanation I haven’t quite wrapped my head around:
870 votes and 84 comments so far on Reddit
the yakuza 7 english dub has the same voice actors as the original PS2 game for all the returning characters, even if they’re only in the management mode DLC
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oh hey
My friend’s wife heard us playing SF3:3rd strike, and she thought Ken was saying COVID! when he threw fireballs. I will never unhear it now.