Well, I do own an older Switch that'd be vulnerable to the easy exploits but I gave up when I was supposed to get some joycon-ish device to hack my switch... so "just works" is far from the truth unless I've overlooked something.
Hacking a console often involves a bit of work and in some cases that can include physically altering the console. With older Switches you need a PC or Android phone, a USB cable and a little thingy to jump two pins the right Joy-Con rail.https://lemmy.world/pictrs/image/f0437388-4e33-4ae6-8b28-46a0595a1477.jpegThere’s a bit of a process to it, but it really isn’t too bad.
You don’t need a switch (hacked or otherwise) to use yuzu. The “dump the keys from your own console” stuff is cover-your-ass doctrine, the keys are easily available online
Yuzu is an emulator. You don’t need a physical console to use it, unless you insist on dumping your own firmware/roms/keys.
Modding actual switch hardware is certainly more involved. Those rcm jigs are annoying, and later revisions require a modchip which is not an easy install.
Sounds like a lot of misconceptions have been given.
You don’t need to get any weird joycon, you definitely have everything you need. Either a right-joycon or a paperclip.
I’ve done both (and broke my spare JC in the process). I recommend the paperclip. [2:24 tutorial]
What’s simply happening is you’re sending power to a specific pin on your switch. When it gets power and you press the special dev-buttons (Minus-Volume & Power) it goes black and can be exploited with some tech-wizardry.
There’s some cool stuff like themes, homebrew, mods… Been playing Smash Ultimate online for years with mods. However, if you have the means on PC the actual gaming experience over the Switch is typically better and easier to get into.
It's not that hard, but definitely can be daunting if you're not too into computers. Really the little RCM jig is just a plastic piece that slides into your right joycon rail and jumps two pins together that basically put it into developer/diagnostic mode. Then you need either a PC, android, or one of the portable payload injectors to get it into the hacked system. From there you can set it up so that it runs a virtual hacked operating system off of an SD card, and you can still boot into the stock firmware without altering your console at all.
It's relatively easy if you follow instructions and have an early switch. The later model ones do require you physically solder on a modchip, which I wouldn't have bothered with if I hadn't bought one of the early switches.
I remember I picked this game up to replay it for a few bucks on steam. I had no idea how bad the PC version was. I must of replayed it 3-5x back in the day on Xbox. I couldn’t believe how broken and unplayable it was on PC.
I remember the time when I was really excited about this game. The original writer and composer were both returning, it looked so promising. But we all know what happened, and after Rik Schaffer himself said the soul of the project left when Brian Mitsoda was fired my expectations are firmly settled at the bottom.
I hope Digital Foundry does a review. I wanna see CPU utilization so badly, Paradox needs to learn to invest into CPU optimizations for their CPU heavy games
They do invest a lot in cpu optimization. The problem here seems to be unoptimized GPU performance.
In addition, you will always struggle with CPU performance in complex simulation games with many interlocking systems. There’s only so much you can do without limiting the gameplay.
I stopped modding back in GTAIV because of Rockstar’s bullshit. They nearly got my channel deleted age have always been dicks about modding, which is doubly upsetting when you see how greedy and stale they’ve become with the games.
Well. It's funny I read this. Since I just watched this video https://www.youtube.com/watch?v=t_rzYnXEQlE about refactoring the entire source code of Super Mario 64. It's insane how much effort modders put into those things.
This is amazing but I wish that more work would go into making it more stable and bug-free. Quite a few times now I’ve had to stop playing due to crashes and bugs.
That hasn’t really been my experience. If you just want to play the game you can stick to the performance, anti-crash, stability and bug fix mods and have a very stable game.
Learning to expand your load order beyond that can be exhausting (and probably takes some work in Wrye Flash and xEdit), but I played through the entire campaign and all DLCs last year with like 400+ mods and had no crashes and only one real bug.
It depends on what types of mods you have installed, and when they came out. Leveled lists used to be a reason, but many modern F:NV mods instead add entries to leveled lists via scripts on startup (thanks JIP!) and so are all compatible with each other.
I needed Bash for Cell edits primarily, because I wanted to use the old Interior Lighting Overhaul since I think it looks better than the newer scripted ones.
Wrye Flash is also great to combine patches into a single file to keep the load order down. Even with the mod limit remover, F:NV gets unstable if it has too many .esp’s loaded. The patch combining feature is automatic and easy to use.
I did spend a huge amount of time creating a personal compatibility patch in xEdit. It’s extremely simple to do manually once you learn it, but can take time. I had several overhauls like CCO and Vicious Wastes that I wanted to combine, with overlaps where I wanted to use the CCO version for some things and the VW for others, for example. I also had to do some manual edits to make sure I got the Brave New World faces and voices working with New Vegas Redesigned 3, the auto-patch missed some.
Always knew it was a good idea to dodge the Nvidia app. Everything running in the background can affect performance. I got by on low end hardware for years because I had an optimized system.
It’s not my project - I just stumbled upon the repository and figured I’d post a link here - but from what I have seen so far it seems to be a faithful re-implementation so far, so no online MP. I checked the open enhancement requests, and found none. Maybe open one to ask whether they’re considering it?
These modifications are possible because the game has been decompiled back to modifiable source code. At this point they can add anything to the game with enough dedication.
Looking at their GitHub page, I’m gonna say no. You need the ROM file of the original game, so while it looks like they’re doing some things like key bindings and increased frame rates, I’d be shocked if they went so far as to implement something as complex as online multiplayer.
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