The build process for sf4e really, really sucks now that I'm on Linux, but it does at least function enough to continue working- bonus and combo notices are saved and loaded, although the semantics of the data is likely incorrect.
The build process for sf4e really, really sucks now that I'm on Linux, but it does at least function enough to continue working- bonus and combo notices are saved and loaded, although the semantics of the data is likely incorrect.
It's time to jump back into Ultra Street Fighter IV on PS4 and play some ranked!
#streetfighter #ultrastreetfighteriv #playstation #playstation4 #ps4 #sony #games #gaming #videogames #retro #retrogames #retrogaming #usf4 #sf4 #usfiv #sfiv #fgc #capcom
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_FINALLY_ got CI cooking. It's not the way I want it to build- I'd rather distribute MSIs so that no one tries to run this out of the zip and wonders why it doesn't work- but at least I can distribute authoritative builds without my own host's filenames showing up.
It's been a bit, but it's time for some Ultra Street Fighter IV!
#UltraStreetFighterIV #StreetFighter #USFIV #USF4 #PC #PCgames #PCgaming #PCgamer #Steam #FGC #FightingGameCommunity #Retro #RetroGames #RetroGaming #RetroGamer
Just played the inaugural game of #sf4e rollback over the public internet. Some audio and visual glitches, but no desyncs as far as I can tell. I'm very tired and have a bunch of release engineering to do and a cat to attend to, but my brother's _immediate_ response within 10 seconds of the game ending:
"gimme another"
I think it works.
WE COOK.
My strategy was always to only simulate the UI on forward simulation, but that breaks the KO hitstop and slowdown if a KO gets rolled back. Saving and loading the KO state means we need to save and load pretty much all the UI state to prevent jarring animations.
I didn't think this would be possible, but it is: SF4 does have an intermediary layer that has the current frame index which can be modified, copied, and restored.
Well, that's a problem- SF4's training mode save states don't save inputs that occur exactly on the frame before saving.
GGPO's delta encoding is pretty inefficient in pathological cases- pathological cases that can easily be generated if, for example, you're writing an automated tool to mash inputs as fast as possible to look for desyncs. It's so inefficient GGPO can overflow the memory allocated to input serialization, which is identified by an assert but halts the program- yikes.
Patch here, if anyone needs it: https://github.com/adanducci/ggpo/commit/c88b6676a31b52baa4ba925dab0a652aa62f3569