9 Followers
6 Following
199 Posts
@distorted @root True, but they aren't actually uploaded anywhere. They are just used locally through a blob: URI. It works offline, and none of the files get sent off.
@nyovaya Ah nvm I just realised you probably meant it was already working again, oops.
@nyovaya @yuri ooo that actually worked?

Well damn, colour me surprised. Odd that it wasn't able to figure out what driver to use by itself though?
@nyovaya @yuri I think it does support it, but there's not really a reason to use it over just normal .NET Core. Also, that game uses FNA on Linux, which does in fact use SDL under the hood.

You could try setting the
SDL_AUDIODRIVER to pipewire, I'm hoping the bundled version of SDL supports it.
@nyovaya @yuri That's an fxr host stub executable, it's responsible for starting the dotnet program using a system-installed or self-contained dotnet installation. Odd that it runs with mono though, mono is for .NET Framework apps, not .NET Core.

Which game is it though, maybe I can figure out what it uses?

@nyovaya @yuri Hm, what did you mean with:

(mono)exactly?

I assumed you meant it's a dotnet application, in which case native libraries are loaded at runtime, outside of the usual dynamic linker.

@nyovaya @yuri Is it using MonoGame? If so, you might be able to get something working by specifying the SDL audio driver.
@dfxluna Welllllll....
https://retroachievements.org/ :3

The only sad thing is that the list of supported emulators is a bit limited.
RetroAchievements

Adding achievements to your favourite retro games since 2012

@puppygirlhornypost2 @theking Doesn't the usb controller still send interrupts?
@erin Add EME to the list of things that should be banned from the web entirely.