I just want to say, I appreciate that TE makes the point of stating when a project has made use of AI or AI-assisted code. This port is a good example - even if it turns out that the Spyro-specific code was done by hand, the fact that PSXRecomp does openly use AI still sours the whole project.
If you have a hacked PS TV (Sony's own consolized Vita) with the whitelist disabled, Wipeout 2048 holds up incredibly well on a big screen. Just note that its menus require a DualShock 4 pad for touch-input.
For what it's worth, I don't have any issue with Orion moving stuff like this over to a paid model — he was sharing a lot of his stuff for free for over a decade, so if anything, he's overdue. I DO hope that this results in the SDK receiving some updates though, whatever that might look like. (RTC support? Animation for PS1 icons?)
@CMCAdvanced Incredible choice for an example. Ports tend to be complete games that can be played from start to finish. Despite being the single worst rated version of the game, lacking key features and over half the content of the original, Resident Evil 2 on the game.com was still functionally a complete game.
These prototypes are not complete, and they don't attempt to be. They're more like proof-of-concept pieces, a way to say "What if?" - which is nice and cool, and serves a different purpose.
Time Extension, I am begging you to stop calling Frogbull's output "ports". A port would suggest that it's based on the original game's code (or a reversed engineered version of it), and that simply isn't the case here. These are all prototypes at best - they use 2D, 3D, and audio assets ripped from these PS1 games, but the underlying code is completely different.
I appreciate that they're using these prototypes to learn how to develop for the Saturn, and that in itself is cool. But man, the way these are covered drives me insane.
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Re: "If A Computer Does All The Hard Work, What's The Point?" - Dev Behind Sega Emulator BlastEm Blasts "AI Slop" Projects
Good. Genuinely very happy to see this response.
Re: PS1 Classic Spyro: The Dragon Comes To PC, With The Help Of AI-Assisted Tool PSXRecomp
I just want to say, I appreciate that TE makes the point of stating when a project has made use of AI or AI-assisted code. This port is a good example - even if it turns out that the Spyro-specific code was done by hand, the fact that PSXRecomp does openly use AI still sours the whole project.
Re: "The Most Gorgeous Game Boy Emulation I've Ever Seen" - Brick Boy Goes The Extra Mile To Copy The Console's Nostalgic Display
It should come as no surprise to anyone that the FPGA version available for Analogue Pocket was created using Claude.
Re: Remember WipEout 2048 On The PS Vita? Its Online Campaign Is Now Fully Revived
If you have a hacked PS TV (Sony's own consolized Vita) with the whitelist disabled, Wipeout 2048 holds up incredibly well on a big screen. Just note that its menus require a DualShock 4 pad for touch-input.
Re: "I Almost Left Sony Over That One" - Meet The Unreleased PlayStation Pad With A PS1 Inside
@NoirConceit Hilariously baseless accusation there, buddy.
Re: "Pathetic. Keyboard Courage. Can't Stand It" - Call Of Duty Movie Director Has A Dim View Of The Video Game Series
2013. An article about an opinion from thirteen years ago.
Slow news day, huh.
Re: A "New" $15 PocketStation SDK Has Just Been Released On Itch, But We Have Questions
Oh hey, that's me!
For what it's worth, I don't have any issue with Orion moving stuff like this over to a paid model — he was sharing a lot of his stuff for free for over a decade, so if anything, he's overdue. I DO hope that this results in the SDK receiving some updates though, whatever that might look like. (RTC support? Animation for PS1 icons?)
Re: PS1 Exclusive Crash Bandicoot Gets Ported To Sega Saturn
@CMCAdvanced Incredible choice for an example. Ports tend to be complete games that can be played from start to finish. Despite being the single worst rated version of the game, lacking key features and over half the content of the original, Resident Evil 2 on the game.com was still functionally a complete game.
These prototypes are not complete, and they don't attempt to be. They're more like proof-of-concept pieces, a way to say "What if?" - which is nice and cool, and serves a different purpose.
Re: PS1 Exclusive Crash Bandicoot Gets Ported To Sega Saturn
Time Extension, I am begging you to stop calling Frogbull's output "ports". A port would suggest that it's based on the original game's code (or a reversed engineered version of it), and that simply isn't the case here. These are all prototypes at best - they use 2D, 3D, and audio assets ripped from these PS1 games, but the underlying code is completely different.
I appreciate that they're using these prototypes to learn how to develop for the Saturn, and that in itself is cool. But man, the way these are covered drives me insane.