new york city was awesome i saw lesbians making out on the subway
29.07.2025 23:47 โ ๐ 15 ๐ 1 ๐ฌ 0 ๐ 0@fig02.bsky.social
Ocarina of Time research/modding. Sometimes Majora's Mask and Wind Waker too :)
new york city was awesome i saw lesbians making out on the subway
29.07.2025 23:47 โ ๐ 15 ๐ 1 ๐ฌ 0 ๐ 0I love you โค๏ธ
24.06.2025 00:58 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0This just in: man who's spent hundreds of hours losing in the same way learns to jump out of the damn way
30.04.2025 21:37 โ ๐ 30 ๐ 3 ๐ฌ 0 ๐ 0I love you โค๏ธ
10.03.2025 13:17 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 02 year loml anniversary ๐ธ @fig02.bsky.social
10.03.2025 13:13 โ ๐ 14 ๐ 1 ๐ฌ 1 ๐ 0join oot server and drop a clip, someone will pick out whats wrong with it guranteed
20.12.2024 03:54 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0No, the leever dies in that case. In this case, the biri (and keese) never die.
15.12.2024 21:49 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0incase it isnt clear, their patch is still drawing only one side. its just the correct side
15.12.2024 20:42 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I 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
15.12.2024 20:40 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0in 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
15.12.2024 20:37 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0In 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.
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
If your friends dont already know about this project, they might find it interesting! github.com/PrimeDecomp/...
15.12.2024 16:01 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Crazy. 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!
15.12.2024 15:55 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I 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
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.
alot of manual investigation yeah. not nearly as complete as actually decompiling the code and getting a complete picture of every single difference
14.12.2024 19:11 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0In 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.
14.12.2024 15:59 โ ๐ 76 ๐ 18 ๐ฌ 2 ๐ 0I've begun my research into version differences in Ocarina of Time.
This ongoing thread will be updated with examples I find interesting!
Thank you man. Ocarina of Time really changed my life, its crazy to be able to say that.
12.12.2024 23:26 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I 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 โฅ๏ธ
12.12.2024 23:17 โ ๐ 14 ๐ 0 ๐ฌ 1 ๐ 0I 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 youโค๏ธ
Knew this one was coming, was a matter of when
11.12.2024 20:31 โ ๐ 48 ๐ 7 ๐ฌ 1 ๐ 0A 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!
11.12.2024 03:44 โ ๐ 302 ๐ 86 ๐ฌ 5 ๐ 3no fucking way LMFAOOOOOOOOOO
06.12.2024 03:29 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Happy Birthday โค๏ธโค๏ธโค๏ธโค๏ธ
30.11.2024 06:01 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0patch against a jp rom using rompatcher.com
30.11.2024 05:47 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0.done
drive.google.com/file/d/1_Jk9...
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.