One of the things I love about console releases is about 10-15 years or so after their release is the magical period where the really strange glitches and exploits are found. That's where the fun truly begins, and basically all of it happens on accurate emulators. :D
For example, Mario Kart Wii (one of my all time favorite games, I used to time trial it for fun! Very zen but no rubber bumpers on the GameCube controller thumbpads and one of them had a piece snapped off the edge, so very bruised and hurting thumbs and such the next day) has seen loads of incredible TAS' in the last year or so, with the introduction of superhopping and a few other techniques bringing vehicles other than the flamerunner back into the limelight.
Then there's also this incredible demonstration of beating the Legend of Zelda demo in Super Smash Brothers Brawl before the 5 minute timer runs out, using game state manipulation and pointer creation from positions/objects/etc, a technique I first saw popularized in Super Mario World a few years back. https://www.youtube.com/watch?v=jusgAEW4soo
It's incredible both the debug tools people create and lengths of research that people will go to to be able to accomplish what many consider a 'silly' goal, one that often is oddly enough extremely grounded in an active community. Speedrunning is a beautiful thing and it's one of the foundations for how and why I work with neural networks in the way that I do today.
I’m sure you are already aware of this video, but for those who are not: https://m.youtube.com/watch?v=kpk2tdsPh0A this video is an amazing exploration of the various ways speed runners will use glitches to their advantage.
He recently did another commentated video, I believe maybe the first commentated one since that legendary video, on pendulum manipulation. https://youtu.be/nYDmBdUalgo
It may be a bit slow for the types here already well familiar with floating point and the like but it's still got amazingly deep content on something silly but fun.
Gosh, I must have watched that sleep-deprived a very long time ago last night, but I will have to take another look at that. So many views. Foggy memories, I think I remember seeing this.
In any case, yay amnesia! Worth seeing again for the half-first time. ;PPPP
I actually rewatch this video a few times a year. I just love everything about it so much. It is a well taught physics lecture for a system of physics that was created by people.
For anyone who thinks they might enjoy "speedrunner overcomes all the odds" narrative style videos, I've greatly enjoyed the content of "ThaRixer" on the topic:
He gives a good sense of how unlikely it was for some of these glitches to be found, and how much luck and skill is involved in pulling off a successful world record.
I'm a huge fan of the underground emulator community. Such amazing things have been made in that scene - dynarecs that do things everyone said were impossible, etc.
One of my favourites is the effort to emulate the Motorola 56K DSP processor, which is widely used in many hardware synthesizers and effects units. Things have progressed so far with this emulator, that it is now possible to directly boot the firmware from many of these devices, and produce results that are indistinguishable from the original, long-since end-of-lifed, hardware.
Watching the development of this emulator from the sidelines, I was regularly amused at the competence and sheer persistence of the authors, especially when running into very hard edge cases. It seems this style of development attracts folks with the Right Stuff, indeed ..
In the last year or so of his life, Stephen Hawking's long-EOL'ed speech synthesizer was showing signs of failing, and the replacement was an emulator based in part on low-level DSP emulation code from bsnes/Higan, as the "Nintendo DSP-1" used as a math coprocessor on some SNES games was coincidentally the same processor family [1] [2]. Games using this processor had been supported by other emulators for a long time, but they did so with a high-level implementation of the Nintendo firmware calls.
It amazes me every time I see stuff like this, what's it like for later consoles? Is there still a scene for exploits like these? Also can it summarized what features of a console / games that can lead to possibilities of fun exploitations?
Yep, that's what my original comment was about, in the last year there's been a huge wave, it seems like a lag time of 10-15 years or so!
In addition to the stuff I mentioned before (pointer setting and lookup, momentum abuse, etc), there's also collision edge abuse, generally checkpointing stuff is the big thing stopping a lot of exploits so how checkpoints work are really important to understand (and as a result, are very well-mapped out and are common community knowledge for a lot of these games).
There's also been this beautiful altrustic wave of colabbed TAS (tool-assisted speedruns) in the last few months where the best speedrunners all have different sections of racing tracks or whatever that they're good at, and they pass the recording back and forth until they build a run that sets a new world record or whatever.
Both of these are highly worth watching, it's a very good genre of entertainment and somehow (???) due to a fellow person named SummoningSalt has become almost a rite of passage that if you set an important world record, that you make a mini 30-60 minute documentary about it. One person was humble enough to make an entire 40 minute long documentary about their own world record (ill put the category title down below, it's something else), but only referred to everyone in the third person and was very professional, so you wouldn't know unless you saw the name, channel description, or the youtube comments.
Here's two that are very much worth the time and to me are endlessly fascinating:
The general correlation I've seen is that games with more dynamic physics tend to provide more opportunities for exploits. Jumping, bouncing off of other objects in the environment, rapidly changing geometry (by ducking, dodging, etc.), etc. Being able to trigger "mode switches" in physics (like ragdolling, attack animations, clipping prevention logic, etc.) also helps. Complex AI is also a perennial source of fun exploits. Underflows/overflows are not as common as on older systems but you still see them from time to time.
In that vein, there's a hilarious exploit in Zelda: Breath of the Wild that uses the bullet time mechanic activated by drawing a bow while airborne. Basically, the game drastically slows down time, but the developers missed a handful of physics corner cases that cause acceleration/momentum to be scaled up by the same factor when exiting the bullet-time mode. So with some practice, one can learn to bounce off of an enemy and fly halfway across the map [1].
> ...this project is a nice showcase how versatile C# and .NET is
C# and .NET are highly underrated/underappreciated because of some early flops and the Microsoft branding.
It's converging with TypeScript in the best way possible[0] and has some really great language features that even TS is lacking (really powerful switch expressions, for example).
It seems like the natural option for teams that want to move from TypeScript to a compiled, multi-threaded, statically typed language but it seems that there's a lot of teams that would rather use Go or Rust; neither of which are as easy to step up to from TypeScript, IMO.
I think if Microsoft were to make a T# -- which removes some of the legacy cruft from C# -- it would blow minds.
Can a C#/.NET program run on linux nowadays (genuine question)? I feel like this might be another reason why are developers completely dismissing .NET.
My last .NET experience was 10 years ago (so yeah maybe totally outdated) and I had to learn from scratch how to admin Windows Server, IIS & SQL Server, and learn Batch and PowerShell to automate all that stuff (installation, backups, etc). Took me a while and it had a lot of frustrating parts. Although C# was actually pretty nice to use 10 years ago (surely even better now).
I agree. For some reason I can't enjoy reading/writing C#, it reminds me too much of Java (and I have personal distaste for CamelCase), but if an emulator can squeeze such performance in this language... it tells a lot about the good work they're doing.
Also I still haven't seen anything as good as the Visual Studio integration with C# to create GUIs in Windows.
My lab codes in C# primarily. I love how I can easily prototype something quickly and then immediately transition to optimizing for speed. If I really need speed, the interop between C (and Fortran) and C# is super simple, and far easier to manage than Cython or Rcpp.
There’s probably a very high price ceiling for diehard Zelda fans! I was one myself until BotW, which in my opinion is the worst game with the Zelda name attached to it ever made.
I hope by the time they get shake off the “endless grind for crafting materials in a giant featureless grass field” high they won’t be charging an arm and a leg for a proper Zelda game.
if you consider BotW "a giant featureless grass field" then I don't believe that you are talking about the same game that everyone else is.
that BotW fails to handhold the player through Link's progression, is by far the game's greatest feature.
absolutely 0% of the overworld (excepting the four shrines of The Great Plateau) is required to beat the game. ok maybe 0.2% because you have to travel to the castle.
Breath of the Wild is as much of a game as you want. It is as much of an endless grind as you make it, no more, no less. BotW is as difficult as you make it, or as easy as you make it. Combat is as easy or as difficult as you choose.
it was extremely well received for good reasons.
is it perfect? absolutely not. when everything has a difficulty level that is actively determined by the player, as they play, the "game" kinda falls out of it, because rules become very fluid. you can eat everything you have in battle for effectively infinite life or you can choose to fight using only sticks and forbid yourself from healing. or you can fight with sticks then discover that your skills aren't where they need to be and you need to eat to stay alive. or you can stick to your guns and avoid healing and take the L if you want.
I'm trying to say that the game you want is probably in there, somewhere. it's up to you to enforce your own rules for progression on yourself, though. you can fight Ganon with three hearts or with 30. up to you.
> I don't believe that you are talking about the same game that everyone else is.
I’m talking about the one where you wander pretty aimlessly through a big field picking up sticks and stuff and occasionally get ethered by those stone robot things on sight. It’s the one where instead of getting key items by beating many different dungeons as you progress, you get a small handful of magic powers in the first hour of gameplay and then set out to collect ingredients for soup or whatever.
> that BotW fails to handhold the player through Link's progression, is by far the game's greatest feature.
I don’t quite understand this. Did you feel like previous Zelda games “handheld” you through progression? Were you a fan of the games that came before BotW?
> absolutely 0% of the overworld (excepting the four shrines of The Great Plateau) is required to beat the game. ok maybe 0.2% because you have to travel to the castle.
Unlike every single other previous Zelda game! It’s almost like a game thats only connection to the Zelda series is the character model and name!
> it was extremely well received for good reasons.
I’m sure it was! “Universal appeal” isn’t one though, as that’s not a real thing.
> Did you feel like previous Zelda games “handheld” you through progression?
yes, absolutely, but the franchise definitely did not start out like that.
The original Legend of Zelda plopped you on the map and gave you nothing. zero guidance. I consider this very good.
Skyward Sword (the mainline release immediately prior to Breath of the Wild) was extremely linear and even gave you the solutions to puzzles so you never felt stuck. I consider this very awful.
prior to Breath of the Wild, this linear hand-holding style of Zelda game was apparently loved by the creators within Nintendo and was definitely not loved by players who considered themselves Zelda fans.
I remember reading how Nintendo doubted that Breath of the Wild would be well received because it was so much like the original Legend of Zelda, once you left the great plateau. zero guidance (almost) and complete freedom to go anywhere, if you could survive.
after a couple of months of extreme praise, Nintendo promised to continue the "open world" style of Zelda game going forward. this will change, no question.
I felt choked when I played Twilight Princess and Skyward Sword. you were Link on a rail, and you did what you were told. horrible.
> Were you a fan of the games that came before BotW?
extremely so very early on, and less and less as time went on, especially the last two or three 3D mainline games prior to BotW.
> The original Legend of Zelda plopped you on the map and gave you nothing. zero guidance. I consider this very good.
You literally can’t get far off the beach until you hit a specific milestone. And then the next milestone and so on. Zelda NES was very strictly linear, as was ALTTP, Ocarina, Majora, GC Wind Waker etc.
As for “handholding” I’ve never felt that way for a moment while playing e.g. Link’s Awakening or even the later titles like Oracle of Time/Seasons (Seasons was incredibly difficult but ultimately still linear!)
I personally did not find “But you can technically just go fight Ganon with a stick!” a plus. It’s about as much of a Zelda game as Zelda 2.
"zero guidance" and "zero requirements to proceed" are not the same.
I'm talking about "zero guidance" mostly, but I'll switch to progress requirements since that seems to be what you're interested in.
in Breath of the Wild, you are free to go up against Ganon unarmed, if you choose. you will lose, but you can do it. in LoZ, you can't reach Ganon without meeting the prerequisites to gain entry. those are both gates to progress, but one is implicit and one is explicit. in both cases, the games give you very little help on how to proceed until you seek out that info yourself. I prefer when you are given the choice about how to proceed yourself.
in BotW, if I am a skilled player, I can make whatever weapons and food I have go much further than I could if I were an unskilled player.
in LoZ, the requirements are the same for everyone, even if you are capable enough as a player to kill him before you collect all the gear, you can't. you have to do it all. those are rails. rails are bad. it's not handholding, though, which is good, because handholding is also bad. to me.
I liked Zelda 2. A lot. you may choose to use that little factoid to dismiss all I've said, and that's your prerogative, but I also loved the first Zelda, and the third. and Ocarina of Time. and many others. it's when the game leads you by the nose to the end that I dislike things, and that's what Skyward Sword was, very much.
> in LoZ, the requirements are the same for everyone, even if you are capable enough as a player to kill him before you collect all the gear, you can't. you have to do it all. those are rails. rails are bad.
So every other Zelda game has rails, and rails are (to you) bad. Got it.
I personally find the “rails” (being a fundamental and defining feature that distinguishes the gameplay of every Zelda game) to be a good thing.
I’m a bit confused here. You’re a fan of the Zelda series, but the “rails” that are a fundamental mechanic in every other game are “bad”? Wouldn’t that mean that BotW is the first fundamentally “good” Zelda game from your perspective?
If so, that makes sense! We are in fact talking about two different definitions of what is “a Zelda game”! For me that’s a continuation of a very enjoyable and distinct game design style that began with the NES, for others it might be “the playable character is named Link”
I guess. if you want the same game every time, then play the same game every time.
I want new stuff. I want new things to do, and new ways to discover what is possible. I do not want to be led around by the nose like an ox.
I want to learn about the overall Hyrule lore, and the repeated battle between Ganon(dorf) and the forces of Good. I want to know more about this universe, even if... no, especially if I need to discover it myself, without the game outright telling me.
I enjoyed and beat BOTW (I think I even did all the shrines) but spent most of the time wishing it were the game they almost made. There's just not quite enough body to it, not enough content. Lots of great-looking empty space, lots of cool stuff that punishes you for actually using it (the horse taming is such a good little system... but you're not going to ride horses much, unless you like getting places less efficiently), stuff that feels half-baked or weirdly dead (all the towns), et c. Lots of cookie-cutter shrines, four forgettable and way-too-similar dungeons, some labyrinths that are trivially bypassed and don't really reward you for going through them "properly", et c. The lazy "our economy and game-loop-incentive system are broken so we'll just make weapons break really fast to make the player give a shit about mob drops" thing that lots of people hate (I was OK with it—but I'd have much rather seen a better solution to that problem)
The best large element was probably the upgrade-nut (I forget what they were called) puzzles and a couple puzzley sidequests, but even those only had a few types, aside from a handful of (great!) one-offs.
Mostly, it made me dream of a world in which Bethesda uses that engine or one like it for the next Elder Scrolls.
Looking forward to seeing how much % of performance improvement we'll get with the release of .NET 8 (even better arm64 codegen, better Dynamic PGO, which RyuJinx uses and more struct optimizations)
I worked on some of those pull requests in 2021. One of the main issue is that the core Yuzu devs don't have this hardware to motivate them. One of the core ones that started the work went back to working on Citra as well, I think.
At the time we could get 2d games to boot through MoltenVK, but had issues with things like geometry shaders and so on.
Ryujinx managed to get fixes for those issues by having very clever graphics engineers resolve it.
Those vulkan/moltenVK pipeline hacks would have to be backported to Yuzu. Also, we did it through straight compilation of the ARM JIT (so it'd work on intel macs) but this doesn't exploit the hypervisor bypassing the JIT like Ryujinx does.
I think I've seen someone else doing the hypervisor trick in Yuzu but their fork wasnt submitted as a pull request.
TL;DR definitely possible, but as any good open source issue it's lacking the one person with the perfect mix of skills, motivation and free time to actually spend the hours doing it.
There is no universe in which Unity is a show case for “why should we pick c#?”
The engine is C++, the C# integration is bad, the new ECS translates C# to C++ (or some cpp like IR) before it runs, and the whole thing is closed source and openly hostile to open source (eg. package managers) that might damage their revenue from the asset store.
Don’t get me wrong; modern C# projects are pretty cool, but this is way cooler than Unity.
Burst and IL2CPP are different things. Burst is also a different “can’t believe it’s not c#” custom layer they invented, own and now have to maintain a separate fork of.
(Apparently just maintaining IL2CPP wasn’t keeping them busy enough)
If you're talking about Burst then it would be more correct to say they added another language that is similar to but different than C#. AOT Burst builds a native library so I don't believe there's a C++ step.
“ I'll say that our goal is to keep up to date with modern .NET. Once we can get Unity synced up, we will continue to push the latest .NET features to Unity. So we want to bring all of these features discussed to Unity developers, and find the best ones to use in the Unity API.” (1)
Ie. no. It’s not done. No one knows when it’ll be done.
If you’re really keen, just read that whole thread and you’ll get a really good understanding of how great things are, how happy with the c# support everyone is.
Tldr: netstandard 2.0 != .net 7 and nuget support.
The Switch has many great quality
ports but somehow Nintendo’s first party titles are so bad, as if they don’t care at all (casue people buy the Pokemon games no matter what)
Pokémon isn't a Nintendo first-party title, it's not developed internally and often considered third-party by the company, as they only own part of it. But nitpicking aside, the titles developed by Nintendo look and perform fine, they're often some of the most advanced titles on the platform, so I'm not sure where you got that idea.
The ownership of Pokemon is an interesting little rabbit hole in general. The property technically isn't owned by Game Freak or Nintendo. Its instead owned by a holding company called quite literally "The Pokemon Company inc."
TPCi is owned in equal parts by Nintendo, Game Freak and somehow the manufacturers of the card game, Creatures Inc.
So you'd think Nintendo owns 33% of the Pokemon IP through TCPi, except they also have a significant amount of stock (not a majority of shares) in Game Freak. The exact amount isn't known but the result is that Nintendo most likely controls TCPi entirely.
Also, just to head it off - the anime (the other most popular Pokemon product after the video games and card games) is made by Studio OLM (which also did the 1997 Berserk adaptation as well as a truckload of other anime based on Japanese video games) and they have no controlling stake in TCPi whatsoever.
> So you'd think Nintendo owns 33% of the Pokemon IP through TCPi, except they also have a significant amount of stock (not a majority of shares) in Game Freak. The exact amount isn't known but the result is that Nintendo most likely controls TCPi entirely.
I think we have good evidence that Nintendo has very little control over the development of Pokémon games. They do not at all adhere to their quality standards. My assumption is that they agreed that their shares each get them specific benefits:
- Nintendo gets platform exclusivity for the games,
- Creatures gets exclusivity for any merchandise,
- Game Freak gets creative control over game design.
Creatures Inc. has been involved with Pokemon since the beginning, prior to the introduction of the card game. Their name is present on the boxes, carts and in game of the original 1.0 release of Pokemon Red and Green in 1996. I believe they helped out with some of the development a few months before Red/Green went out the door.
Does the mod actually work well without any major issues? I kinda dropped the game halfway through on console, the awful performance and graphics being the main reason why, but if it works well enough on an emulator now, I might grab my save and continue there.
Yes but you need a more or less top of the line PC. Most guides recommend an RTX 30xx at least + a very recent multi core CPU (Intel 12th/13th gen or AMD Ryzen 5000/7000). Also it depends on the resolution you want to play at. 4k is possible but it's also more demanding.
Looks like this needs dumped switch firmware and keys (prod.keys) to get up and running. Does anyone know how to get around this? I do not have a physical Nintendo Switch at the moment.
Nintendo's stance is that modifying the firmware and dumping keys from the Switch is in violation of the DMCA. Downloading keys from the internet is a violation of Nintendo's copyright. Dumping games? Violation of the license. Their stance is: if you're a US citizen, there is no legal way to use an emulator for a modern system to play retail games.
Their stance doesn't 100% align with what's actually legal in the US. Dumping your own games/bios/firmware and then playing them on an emulator is perfectly legal for example.
If you are in the EU, in most countries there are interoperability exceptions for this purpose which apply here since you are using the games in another system.
Firmware is 100% necessary for Ryujinx to function. Most xci images do contain firmware already though, and it supports loading from that, or there are sites that archive all the firmware revisions separately.
I'm not in the industry, but I've heard that for a lot of lower-spec/lower-budget games the original dev house never actually touches a console SDK. Instead they develop on PC with Unity/Unreal/FNA etc. to a console spec (in terms of target resolution, asset detail, mandatory behavior, etc.) and then hand it over to the publisher, which has a team or contractor that specializes in turning those intermediate products into a shippable console game.
Reddit has links to plenty, base64 encoded, although most of them tend to be really shit and not much better quality than just perusing your usual... marketplace of torrential magnets, for NSPs.
- VS Code: install C# extension and Roslynator (it adds useful analyzers)
- Rider: provides everything out of box, is more user-friendly (especially for people who used to big and fully-fledged solution) and has much superior debugging capabilities but is paid and has higher memory and battery consumption
Thanks, is there any way to do this without an IDE? I use vim
And before someone says "that's impossible, even vanilla macOS development forces you to use Xcode", nope that's not true. You can compile macOS apps with clang just fine.
Via .NET, which has been cross platform since 2016 or so (before that Mono was the preferred framework).
For the UI bit, I'd recommend Avalonia UI (which is what Ryujinx uses as well). It's cross platform, has been out forever (2013 - from their FAQ page) and even runs on embedded devices.
Rider (by JetBrains) has excellent Avalonia support via a plugin and is much better for other .NET stuff over Visual Studio for Mac.
Relevant aside: while the Ryujinx Avalonia UI has more features and is generally nicer, due to a small number of outstanding issues, Ryujinx uses an older GTK+ UI in its default builds.
Avalonia builds are, however, readily available with each release, and auto-update just like standard GTK+ builds.
> It's not the best-ever experience, but it's workable
It's pretty damn good, IMO. Been using it personally building some rather large projects.
The only time I miss Rider is when doing refactoring (Rider still much better for that) and code suggestions. Otherwise, VS Code is a great editor for C# IME.
> Sigh... they have perfectly legitimate uses too.
The existence of those is a fig leaf for what Switch emulators are used in the vast majority of cases: piracy. There are much better ways to run homebrew than the Switch.
If you think piracy of currently sold games is in fact ethical, or if you simply don't care about copyright, than please say so explicitly!
When media is sold for more money than you make in a month, or is otherwise financially out-of-reach, piracy is ethical (they would have never gotten your sale anyway)
When media is no longer available for sale or pulled from the market, piracy is ethical (there is literally no way to pay the creators)
When media you had legit access to is now unavailable because your account got stolen or you are otherwise locked out of some required online service, piracy is ethical (they won't do business with you)
When media requires something that was stolen from you, lost, or otherwise destroyed, piracy is ethical (you already paid for it)
When media uses DRM, piracy is ethical (doctrine of first sale stipulates you cannot control something after you have sold it, and one should not recognize any "license" for which have custody of the physical bits)
I think that there's no suitable ethics system to apply to large game developers / publishers, responsible for the predatory tactics such as
- Microtransactions
- Pay to win, punishing players for not having ample disposable income
- Lootboxes and the like ("baby's first casino")
- Blatant false advertising, especially coupled with preorders
Some of these predatory practices are actually illegal in some countries, but aren't prosecuted universally enough (or harshly enough) to be considered an issue by large corpos.
If openly preying on your customers, — in no small part, children and teenagers, — for huge profits is considered ethical, then merely copying some files is downright angelic behavior, is it not?
No, you have the right to boycott a service if you don't like it, not take it for free. Apart from that, I doubt Nintendo engages in the practices you mention.
The parent comment talked about ethics, which is largely unrelated to rights (you might have the right to a thing that's entirely unethical, such as owning slaves in the American history).
Given the current laws you are correct, sure. (Whether to follow each and every law is a quite a personal choice...)
The majority of games for Switch aren't worked on by Nintendo, so that point seems tangential.
I don't support piracy of currently sold games. I do however support piracy once a developer stops selling their game and obtaining a ROM (and bypassing any implemented DRM) becomes the only feasible way to preserve a game.
Yes emulators are unfortunately often used for pirating games. But they will also be the only way you get to enjoy your purchased games in 10-20 years when the vendor stops producing the hardware, cuts off online services and your device becomes a fancy paperweight either as a consequence of that or naturally.
Maybe make a pull request to the repo with what you said in the comment so that people like me don't have to ask this question in the first place? I assume this is a very frequently asked question.
Seriously? I guess it's common sense among people living in the U.S, but as an international student I honestly didn't know it's legal to emulate a proprietary system.
You've used PCs? That entire ecosystem is built upon IBM-PC clones running a reverse engineered version of IBM's proprietary BIOS. Not quite emulation, but many of the same principles at work. Sony v Bleem! solidified the status of game console emulators, though Bleem! declared bankruptcy they won.
At the moment, there's a game compilation being sold on the Switch and other platforms called Disney Classic Games Collection. It contains emulators and ROMs stripped of the trademarks of their host systems, with the emulators created without the involvement of them too.
Nintendo can't do anything about third parties emulating their hardware without also threatening the legal status of software released by their partners, which include Disney, but that's just one example. Suffice to say that even if you argue that Yuzu/Ryujinx step over the line, the foundations for all this are fragile enough that no one wants to rock the boat.
I'm not from the US either. Is it illegal in your home country? I haven't heard of any country where it's illegal, so I'm surprised this is your default stance.
if we didn't have that, we wouldn't have wine or anything else that emulates ANY api and google wouldn't have been able to build dalvik for android. Potentially not even the free unices like freebsd or linux.
This is very true, the Sony vs Bleem and Virtual Game Station lawsuit set precedent and made Emulators legal. Roms in the other hand are not legal, but for what I have heard Game companies are too afraid that the case of Bleem and Virtual Game Station to be repeated that they prefer to not file lawsuit and make copyright claims to websites that upload roms.
No, Nintendo is generally harsh with homebrew dev. They don't like people running software on their hardware withouth going through them. It's unrelated to piracy.
Emulators are emulators. What they are mainly used for as absolutely no impact on their legality.
That absolutely was the point. Homebrew is only a minor concern for them compared to piracy, since the latter has much higher economic impact. And Switch emulators are mainly used for piracy, not homebrew, as we currently see with one particular game.
The Wii proved that they care equally about piracy and homebrew, at most. I remember when Bushing tried to report a bug to Nintendo that was mostly only useful for piracy, as he put it. Their response? Not to patch the bug, but to continue updating IOS to find and delete the HBC title ID.
>It seems that the only use of such a "Nintendo Switch Emulator" is to play pirated games?
No, it's not the only use, it's also used play Nintendo Switch games without using a Nintendo Switch, which is a 2017 console with 2012 hardware but otherwise really, really good games.
I already prepurchased Zelda Tears of the Kingdom physical but I am debating whether I should just play it on my deck, as it will probably run better than on a Switch with all the features that come with an emulator.
Honestly I love Nintendo games but couldn't care less about the console. If I could buy their games for desktop I would have bought a ton. But they have no interest. They would rather that you also buy their hardware and rebuy their old game ports every generation.
So I use an emulator. It is such a good experience. Better quality, save states, I can backup and transfer save files. I can record and screenshots are easy to manage unlike the manual SD card shuffling required on the Switch.
I like the Switch... conceptually at least. But it's old, it's weak, and the joycons are badly built. A new version is long overdue.
Nintendo doesn't want to release a new one? Then don't mind me using Ryujinx instead. Hopefully the Nintendo ninjas will not kill me in my sleep because of th
I should have made it clear that I have no problem with the Switch in general! It's a fine console but it's not for me. I don't have much if any mobile gaming needs and for at home a higher power device suits me better.
For me personally the only reason to get a Switch would be for exclusive games, which IMHO is a bad reason to buy some specific hardware. I would much rather that people buy the hardware that suits their needs best (which may be a Switch for people who want mobile gaming) and games were largely available cross-device (resource requirements being the rare exception). I do understand the economic reason for exclusive contracts, but it is so consumer hostile.
Well, yes. Mostly because I only play first party Nintendo games, and buying them is like buying gold because they never depreciate in price, if not outright appreciate in value. Hell, even the Switch itself, which I bought at launch, costs WAY more now than what I paid back then! That is absolutely crazy.
The only thing I "pirate" are Pokemon games because I want to laugh at how unfinished they are, but I usually give up one hour in.
While I'm sure it's the primary use by far, it's not the only one. Homebrew games, for example, are a legal use. And depending on your jurisdiction, ripping your own legally purchased games and playing them in an emulator is legal.
Not really sure what this means. There certainly aren’t 4K assets included in Switch games, which run at max 1080p resolution normally.
I know many games do drop frame rate at 1080p docked vs the 720p built-in display… so is this just getting back up to 60fps while running in 1080p on a 4K monitor?
If you have enough power on hand you can render games at up to 8K [0], and downsample to your monitor's resolution if you're exceeding it. The textures are the original 1080p assets, but it's still a huge boost in visual fidelity, especially if you're downsampling (there are also usually mods to disable a game's native antialiasing if you're doing this). If a game wasn't even attempting 60fps on the Switch in the first place, there are usually mods to unlock the framerate.
Most console games end up having textures high res enough to look better than the original hardware if you render them at a higher internal resolution. There are some Wii and Wii U games that look spectacular if rendered at higher res, and the same applies to Switch.
If you emulate on fast enough hardware, for games that emulate well you will hit whatever the game's framerate cap is (sometimes 30, sometimes 60) flawlessly where the native hardware struggles.
Civ4 doesn't have 1080p assets but that doesn't stop me from rendering it in that resolution. I don't understand the argument. Without "good enough" textures I should render it lower and upscale after the fact?
As much as they'd like to, legal precedent suggests emulators themselves are legal if not distributed with any games, BIOS, or other IP of the console maker.
What about people trying to archive games for historic value? What about people that want custom tools to develop games for the switch? (E.g. automating inputs for QA's sake) What about people that want to create mods for existing Nintendo games?
I know most people will use them for piracy but it's really shortsighted and I'm glad emulation is still legal.
place or store (something) in [a collection of historical documents or records providing information about a place, institution, or group of people]
If you were downloading roms in order to build your archive, that would be piracy, but the downloading roms is the issue there. One could argue that downloading roms is fine if you own the games in question as well, but I doubt anyone wants to test that in court.
Great. Facilitating more piracy. Can't people wait at least until the successor is out? I understand that it's a good way to put your name out there by being the first to do a certain thing and upload to GitHub but it's also just wrong. Also am I stupid for buying a switch instead of emulating it?
Genuinely baffled that there are people out there that think emulation is “wrong”. Emulation is a civic good, full stop. To assert some kind of moral high ground against emulation is absurd.
These multi-billion dollar corporations cannot be trusted to maintain their digital storefronts or the ability to play games into the future. This has been shown time and time again as Nintendo et al. have shuttered eshops, dropped support for consoles, and removed titles from circulation. Video game history and its preservation fully depend on emulation efforts from the community.
Agreed. Especially today where games are often bound to digital stores which are essentially a ticking time bomb. What happens to all your bought games once the owner loses interest and shuts down the store + online services? Unless you are able to emulate them they will most likely be gone forever, lost to history.
Yes I'm aware switch games won't be forever and that's sad. I wish Nintendo was a little better in that regard. But I do not subscribe to the idea that these are multi billion dollar corporations and hence we can do basically whatever we want to them. In reality you are not hurting the CEO of Nintendo much but instead the ultimate beneficiaries ie Japanese grandmas whose pension fund happens to hold Nintendo shares.
> Also am I stupid for buying a switch instead of emulating it?
No, while the emulation is pretty good, it's not perfect, and new titles won't always run out of the box. And things like online multiplayer naturally don't work. A Switch is a guaranteed-to-work way to play those titles, and arguably more convenient if you actually use the portability of it.
There are of course non-piracy ways to use them. I own a hackable Switch and have dumped the games I purchased so I can play them in an emulator on my Steam Deck. But not every title will run perfectly that way, so sometimes the Switch is the only portable way of actually playing them.
Online technically works on yuzu - it emulates the same capabilities as switches connected to each others locally. This doesn't mean there are no issues. A PC and a Steam Deck running Mario Kart will have desync issues due to the Deck not hitting 60fps 100% of the time resulting in a quick connection loss.
It doesn't, that's a different feature called LAN play.
LAN play mostly exists to be able to reliably connect Switches to each other at tournaments and such (which is why you find it more frequently in competitive games). It doesn't connect to Nintendo's servers, it just looks for other devices on the same network for local play purposes. Its not the same thing as regular local multiplayer, that's a different feature.
You can somewhat trivially intercept this using DNS if you want to do long-distance co-op, but it's absurdly jank from my experience.
Also both Ryujinx and Yuzu support connecting with LDN_mitm which well, man-in-the-middles the LDN sysmodule on hacked Switch devices to enable the same thing as LAN play interception but then for titles that don't support LAN play.
While piracy is the most common use, it's not the only use for emulators. There's also the speedrunning communities, as well as modding communities which are steadily growing.
It's sad how many people here lose their ethical compass and reach for rationalizations (homebrew!) when it comes to something that is clearly mainly used for software piracy.
As much as you would like it to be, copyright is the status quo not per see the ethical choice. It's also not the only way to remunerate creation.
I don't personally care about copyright. I don't pirate video games because they are generally artistically as interesting as blockbuster movies which is to say not at all but I don't really have an issue with people denying profits to the entertainment industry.
Writing emulators is fun in and of itself by the way. I don't think most of the developers use them to play.
Imagine your friend is an indie developer, he releases his game, people pirate it, with the argument that he is merely part of the entertainment "industry" and thereby not worthy of an income.
Indie developer and large corporations like Nintendo are not fungible. Anyway, indie developers chose their plight. Most of them don't really make money so it's pretty clear they don't do it trying to strike rich. Plenty fund themselves through means which are not linked to copyright like kickstarter.
The fact that the system currently relies on copyright is not in itself a justification for it nor does it means it's a good system.
Tons of people do things that might one day make money while not actually ever making money. For me that's an indie game. But that kind of mostly unrewarded labour won't be done if getting paid one day relies on, essentially, begging. Speaking for myself I would rather spend my time on something that benefits me in that case, like a gym or a cooking class.
Not my concern how other people use software, the same as it's not my concern if they're using the same web browser as me but to do something illegal. I use emulators to have a better experience playing games I own.
I own a Wii U. I own a copy of Breath of the Wild for Wii U, a game still sold for the Switch. Is it unethical if I dump the files for Breath of the Wild from my Wii U to run with Cemu on my Steam Deck?
No. Everyone does understand that such usage is fine. It's like owning a gun. You can use it legitimately to display on the wall or illegitimately to rob a liquor store. In the case of guns the fear for illegitimate usage is such that a lot of countries chose to restrict gun ownership in general.
There is no way for you to, with the certainty you did, say what you said. You have absolutely no way of actually knowing what people use emulators for, and you're just pulling it out of your ass and pretending it's the absolute truth.
So no, you have no way of knowing that jumping out of an airplane without a parachute would kill you, since you can't provide a peer-reviewed study showing with p>0.95 that jumping out of an airplane without parachute kills you. So you have no way of actually knowing etc
Next time, don't make sweeping claims that you have no way of backing up and pretending that what you're spouting is God's given truth to the world. None of what you said is evident or obvious, and it's completely ridiculous to compare it to jumping out of a plane.
You are making a massive assumption based on nothing but your own beliefs, and you need to make it clear that the assumption is nothing more and certainly not the fact you are parroting it to be.
It's not "clearly unethical", there is much more nuance than a "black or white" morality. It's also paramount to proper preservation of works. We can't trust rightsholders to be the stewards of their own preservation, as we have historically seen them destroy works because they don't want to store the archive. Given that copyright's end game is the public domain, I don't believe a rightsholder should even have the right to destroy a work. They owe that work to the public in the long term. If you believe that is "entitlement", then you argue against the core reason for copyright's existence, according to the copyright law of the US (which has also permeated the rest of the world in effect).
Some pirates may just want free shit, yes. But some pirates, especially modern ones, really are working more on a preservationist angle and intending to ensure that works aren't lost or destroyed. Rightsholders aren't forced to ensure that the public actually has access to a work once copyright expires, so the public must ensure that for themselves.
> Also am I stupid for buying a switch instead of emulating it?
For me, the form factor counts for a lot. That is part of the experience. The Switch itself also makes a great emulation platform for gaming on the go.
For example, Mario Kart Wii (one of my all time favorite games, I used to time trial it for fun! Very zen but no rubber bumpers on the GameCube controller thumbpads and one of them had a piece snapped off the edge, so very bruised and hurting thumbs and such the next day) has seen loads of incredible TAS' in the last year or so, with the introduction of superhopping and a few other techniques bringing vehicles other than the flamerunner back into the limelight.
Then there's also this incredible demonstration of beating the Legend of Zelda demo in Super Smash Brothers Brawl before the 5 minute timer runs out, using game state manipulation and pointer creation from positions/objects/etc, a technique I first saw popularized in Super Mario World a few years back. https://www.youtube.com/watch?v=jusgAEW4soo
It's incredible both the debug tools people create and lengths of research that people will go to to be able to accomplish what many consider a 'silly' goal, one that often is oddly enough extremely grounded in an active community. Speedrunning is a beautiful thing and it's one of the foundations for how and why I work with neural networks in the way that I do today.
In case you haven't seen this particularly excruciatingly cool demo before: https://www.youtube.com/watch?v=hB6eY73sLV0