MrPowerGamerBR 💫

MrPowerGamerBR 💫

@mrpowergamerbr.com

👋 Howdy/Olá! ✨ Criador da Loritta, SparklyPower e muito mais! 💻 Projetos: http://l.lori.fun/pprj 📘 Mais coisinhas filosóficas: http://l.lori.fun/pabttwt

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já que virou moda fazer port de jogo para o navegador, eu fiz um port de DELTARUNE para o navegador diferente de outros ports que existem por aí, esse dai REALMENTE usa os arquivos do seu jogo pois eu fiquei batendo no runner Wasm do GameMaker até que ele funcionasse direito

Users don't care about how something was made, what they care is if you are able to solve their issue Even before the dawn of LLMs, as a solopreneur, aspiring devs asked me what was the best language to create a Discord bot, and in my opinion it is just that it doesn't matter

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Social media is very polarized with people saying "LLMs sucks for coding and you are dumb if you use it" and "LLMs are the ONLY way you should code" But I think the truth is in the middle, and you should try to see where LLMs can help you, and where LLMs can't

Also keep in mind that a LLM being able to do something != you being able to actually extract value from that something It doesn't matter if a LLM can do billions of things, if you can't get your money's worth from your *insert coding agent here* subscription

Users don't care about how something was made, what they care is if you are able to solve their issue Even before the dawn of LLMs, as a solopreneur, aspiring devs asked me what was the best language to create a Discord bot, and in my opinion it is just that it doesn't matter

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And that's why "vibe coding" only works for short lived applications, and why "vibe coding" is very prevalent for those "game ported to console!!!" projects, because it doesn't matter if the codebase is sloppy, no one will need to maintain it anyway

Users don't care about how something was made, what they care is if you are able to solve their issue Even before the dawn of LLMs, as a solopreneur, aspiring devs asked me what was the best language to create a Discord bot, and in my opinion it is just that it doesn't matter

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For a long running project you *need* to know how the thing you are building works, because when Claude can't fix what you want (which isn't a matter of if, but when) you need to do it yourself If you don't understand the code, the project will fall apart

Sometimes Claude may do something that, if you don't know the surface area of the application, you may just think that "well that does look good enough for me!" when, in reality, it is a hacky hack to workaround the issue instead of actually fixing the issue

Users don't care about how something was made, what they care is if you are able to solve their issue Even before the dawn of LLMs, as a solopreneur, aspiring devs asked me what was the best language to create a Discord bot, and in my opinion it is just that it doesn't matter

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And that's why users don't care if something is "vibe coded", because why would they? They don't care if the code is held up by hopes and dreams, what they care is if the app solves their issue What they do care is if you are able to improve the app to include features they want

Does that mean that you should stop writing the code and just vibe code everything all the way? After all, if users don't care about the underlying code, then why should we write the code ourselves? Just ask claude to do the thing, no mistakes! Well, not quite...

Users don't care about how something was made, what they care is if you are able to solve their issue Even before the dawn of LLMs, as a solopreneur, aspiring devs asked me what was the best language to create a Discord bot, and in my opinion it is just that it doesn't matter

The user doesn't care if you used JavaScript, Python, C#, Java, Kotlin to create the app, they care if the app solves their problem If it does, then they are happy about it, and if you pick a language that you are comfortable with, you can iterate and implement new things faster

Fun Fact: during DELTARUNE Chapter 1's CONTACT, toby wanted the music to STOP on "NOW WE MAY BEGIN", but because GameMaker did not support changing the volume of a OGG file, it does nothing This is how it was supposed to look like, and it WILL work if Chapter 5 uses GM 2024.11+ #deltarune

I only found that out because I implemented audio_set_gain "correctly" in Butterscotch, but that broke the intro... so I spent hours trying to figure out WHY it wasn't working if the original code WAS changing the music volume

The Butterscotch project is still going well, here's a screenshot of DELTARUNE Chapter 1 (SURVEY_PROGRAM) running on a PlayStation 2 (via PCSX2) Just don't look at the FPS or it may hurt your feelings

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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I also must give some props to Fancy2209 they are implementing some GM:S 2 features to Butterscotch, so maybe we could see DELTARUNE (the SURVEY_PROGRAM build) running on the PlayStation 2, and maybe even other consoles! :3 In the meantime, this is where I get off

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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I do think that it should be WAY easier to get Undertale up and running on 7th generation consoles (Wii, PS3, Xbox 360, and maaaybe the first Xbox) because you can fit Undertale's entire data win file, or at least a big part of it, in memory without too much fuss

The only console I ever had in my life was the PlayStation 2, so that's why I was targeting the PS2 this entire time :) (my Switch OLED, also known as the Splatoon 3 Side Order machine, found dead in a ditch after not being considered "one of my consoles")

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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The examples I gave before ARE solveable, some could be fixed by porting Toby's GML scripts to native code, like porting the dialog renderer code to C because DAMN does it use a LOT of CPU time Others would require recoding things in a new way, like the Muffet battle issue

Don't Forget™ that Butterscotch is open source, so you can port the runner to other platforms I hope that soon we'll start getting Undertale ports to other consoles too! (and maybe even other GameMaker: Studio games...?)

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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But now I'm taking a break from Butterscotch because I've been working on it FULL TIME for around ~20 days, and toying around with the idea of creating a runner since 12/02, and now I need to work on my other projects too :)

But I think Butterscotch already proved the point of "could Undertale run on a PS2?" pretty well :3 Of course, it ain't PERFECT, but it shows that IT IS possible, and I doubt that anyone had ever gotten this close to getting the full game running on a console like this

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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Example 1: The Muffet fight is unplayable because it requires reading the rendered texture to manipulate the battle box, which while is relatively cheap on modern computers (glReadPixels) it is expensive on the PlayStation 2, so it is unimplemented there

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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• The game is EXCRUCIATINGLY SLOW in some sections, especially sections that have a lot of objects on screen and sections that have a lot of text being drawn • I did NOT test the Butterscotch ISO burnt to a DVD, I only tested it via OPL!

This IS the FULL GAME running on a PlayStation 2, however, just because it is the FULL GAME, does not mean that it is 100% beatable yet or that it is an enjoyable experience You can get pretty far, but here's some examples of why Butterscotch is not a good experience:

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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Another reason for the hitches is because Undertale LOVES to saves things outside of save points, because the saves are used for Flowey's predictions in game While saving on a modern machine is fast, it is STUPIDLY slow on a PlayStation 2 memory card

Heck, there are even some assumptions in Toby's code about modern machines Undertale, on EVERY FRAME that a save box is open, the "ini_open" function is called To workaround this, we keep the last INI file open in memory and, if it is trying to open the same file, it reuses it

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)

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Caveats: • The game has a LOT of hitches One reason for the hitches is because reading things from the CDVD is SLOW, and because we can't "predict" which textures will be used (because objects can create new objects) we need to block the main thread to load new textures

Textures are compressed with RLE, and compressed textures are also cached in EE RAM, which helps a lot with hitches, but sadly it isn't possible to keep ALL textures in EE RAM, so sometimes we need to take the hit and load things from the CDVD

Undertale running on a REAL PLAYSTATION 2® (NEW BUILD, NOW WITH AUDIO AND LOAD/SAVE SUPPORT) GET IT AND RUN UNDERTALE ON YOUR REAL PLAYSTATION 2® TODAY (it is still VERY buggy and VERY laggy, but it WORKS)