[-] AernaLingus@hexbear.net 2 points 9 hours ago

I love to see in-depth interviews like this! Some of it is lost on me because I haven't played the original Paper Mario (I'll get around to it Someday™), but it's still interesting to learn about the long design process and the refining of the different mechanics. Also, I just learned about kamishibai a few weeks ago so I was like, "Ooh, I know what that is!!"

Shumplations is such a wonderful resource—I was just reading this great Iwata interview from 1999 the other day, which I was turned onto by Part 1 of They Create Worlds Nintendo Wii two-parter (fascinating look at the business and inner politics of Nintendo, by the way!). The whole interview is full of great information, from the early history of HAL to Iwata's personal philosophy, but this excerpt from his final remarks rings even truer today:

I think it’s amazing that the biggest hit the game industry has ever had, Pokemon, was a Gameboy game. I think there’s so much to learn from that. Cutting-edge graphics and impressive CGI are tools, but they aren’t the only tools we have. Of course there are some players who really want to see the latest and greatest in graphics and technology, and there isn’t anything wrong with that. But I definitely think there are other avenues of approach. I don’t want every game developer to do the same thing; it will be a richer, more diverse, more enjoyable industry if we’re all moving along different vectors, don’t you think?

[-] AernaLingus@hexbear.net 2 points 15 hours ago

I'm at the Fiction
I'm at the Sci-Fi
I'm at the Philosophy
I'm at the New age
I'm at the Unexplained
I'm at the Fantasy
I'm at the Restroom
I'm at the combination Fiction Sci-Fi Philosophy New age Unexplained Fantasy Restroom

[-] AernaLingus@hexbear.net 2 points 18 hours ago* (last edited 18 hours ago)

The article makes it seem a bit more mystical than it actually is. {酷暑|こくしょ} (kokusho) isn't a neologism or anything—it's a normal word for "severe heat", and you can find it in Japanese-English or Japanese-Japanese dictionaries. All they're doing is sticking the kanji for "day" on the end to make it "[brutally hot]-[day]". The runner-up simply adds the intensifier {超|ちょう} to the term for 35+ C° days ({猛暑|もうしょ}{日|び}).

Here are the full results^[Source is the PDF found at the bottom of this page on the JMA website] of the poll, all of which employ existing words for extreme heat, although some of the ones listed in the "others" section after the quantified results get a bit more creative (such as サウナ日 ("sauna day") and {自宅|じたく}{待機|たいき}{日|び} ("staying at home day")):


最高気温が 40℃以上の日の名称に関するアンケート結果

今般の名称検討にあたって行われたアンケート結果は以下のとおりです。

実施期間: 令和 8 年 2 月 27 日(金)~3 月 29 日(日)
総回答数: 478,296

候補名 得票数
酷暑日 202,954
超猛暑日 65,896
極暑日 25,638
炎暑日 22,292
烈暑日 21,930
激暑日 20,282
厳暑日 9,219
熱暑日 8,782
甚暑日 4,595
劇暑日 4,396
大暑日 3,341
盛暑日 1,478
繁暑日 865

また、「その他」のご意見として、以下のような名称案も寄せられました。 「汗日暑日暑」、「灼熱日」、「激アツ日」、「危険猛暑日」、「自宅待機日」 「極猛暑日」、「サウナ日」、「鬼暑日」、「沸騰日」、「熱盛日」など

なお、「酷暑日」は一般財団法人日本気象協会において日最高気温 40℃以上 の日を指す用語として 2022 年から独自に使用されています。

[-] AernaLingus@hexbear.net 4 points 2 days ago* (last edited 2 days ago)

As funny as this would be, I don't think he actually pissed himself. Here's the video:

https://www.youtube.com/watch?v=4oDHyj7_QyA&t=14

You can see that it seems to suddenly appear when he sits down, but I think it's a reinforced crotch that's a darker shade than the rest of the pants—weird design choice, for sure, but I'm always blowing out the crotch of my pants so I can empathize. You can see that the edges are sharply defined, running down the inseam, and they don't change over the course of the video. When he stands up, you see that the front of his pants are still completely dry, and there's just no way that would be true if he pissed his pants.

[-] AernaLingus@hexbear.net 9 points 2 days ago

Gonna be fleeing the country on a steamboat

[-] AernaLingus@hexbear.net 5 points 2 days ago

That last clip is some demonic shit. Just looking around at the squalor and thinking, "Ooh yeah, I can really squeeze these suckers for all they're worth."

[-] AernaLingus@hexbear.net 2 points 2 days ago

Neat little project! Was also nice to learn a bit about x86 opcode encoding along the way. Also an excellent illustration of how weird "homebrew" (if you can call it that) can be useful for exposing edge cases in hardware and hardware emulators.

[-] AernaLingus@hexbear.net 27 points 5 days ago

Reported for wrong comm (this belongs in /c/theory)

[-] AernaLingus@hexbear.net 7 points 5 days ago

Full textChinese researchers have developed a surgical robot that can perform complex brain imaging nearly 30 per cent faster than traditional manual methods, according to a study published earlier this year.

The feat marks a milestone for the world’s first approved cerebrovascular intervention system.

In a head-to-head at the prestigious Peking Union Medical College Hospital (PUMCH), a young surgeon using the robotic system shaved nine minutes off the time required for a standard manual procedure.

“Preliminary clinical application shows that the YDHB-NS01 robot-assisted system is feasible for diagnostic cerebral angiography and shows early indications of safety and comparable procedural performance to conventional manual methods,” lead author Dr Zhao Yuanli wrote in the study published in the Chinese Neurosurgical Journal on January 30.

Cerebral vascular imaging is a must for the treatment of many brain diseases, but it is a difficult procedure for both patient and doctor. In conventional methods, the neurologist must manually thread a thin guide-wire from a patient’s thigh up to the brain’s blood vessels under X-ray fluoroscopy.

Manual surgery has inherent limitations: hands inevitably tremble, and the heavy lead gowns and collars worn by doctors for radiation protection increase physical strain. Long-term radiation exposure also poses health risks to doctors.

The robotic system avoids these issues. It operates stably with no mechanical or system failures. Operators have reported smooth catheter and guide-wire delivery, stable manipulator fixation, responsive control handles and good force feedback.

In their study, Zhao and his team found that with robotic help and just two training sessions, the same operator was able to improve safety and reliability of the procedure while reducing surgical time by 29 per cent – or from an average of 38 minutes to 27 minutes.

From May to August last year, 25 patients underwent robot-assisted cerebral angiography, while another 25 underwent manual angiography performed by the same operator during the same period at PUMCH.

The institution, long regarded as China’s premier hospital, attracts the country’s top medical students and clinicians. But in the comparison, the robotic arms assisted by intelligent machines outperformed human hands.

Both procedures were performed by the same young neurosurgeon, who had less than three years of independent experience in neurovascular angiography.

For the manual procedures, he wore a lead apron and worked directly in the radiation environment, while in the robot-assisted procedures he operated via a screen and remote manipulator from an adjacent room.

All 50 procedures were completed successfully, with a technical and clinical success rate of 100 per cent in both robotic and manual sets.

All target vessels were clearly visualised, meeting diagnostic requirements.

“No differences were observed between the two groups in fluoroscopy time, patient radiation dose, contrast agent dose or total angiography room time,” said Zhao, a leading cerebrovascular surgeon who has pioneered neuronavigation-guided minimally invasive surgery for brain tumours and complex vascular diseases in China.

The YDHB-NS01 system was developed domestically, and produced in the northern province of Hebei. It is China’s first approved vascular intervention robot and the world’s first approved cerebrovascular intervention robot.

The system previously performed 257 angiograms at three Chinese medical centres in 2020, achieving a 100 per cent success rate.

[-] AernaLingus@hexbear.net 5 points 6 days ago

Companies evading U.S. sanctions in Hong Kong face little risk from local authorities. Like the rest of China, Hong Kong doesn’t recognize “unilateral” sanctions that are imposed by a single country such as the U.S.

Love the scare quotes that make it seem like "unilateral" is some dubious, subjective designation. That's literally the definition of unilateral!

[-] AernaLingus@hexbear.net 14 points 6 days ago

Absurd that the studio making what is essentially an ad for a multi-billion dollar franchise isn't paid enough to break even...production committees are really gonna drive the Japanese animation industry into extinction. That deficit represents about 1% of the total revenue of the Uma Musume mobile game alone (to say nothing of merchandise and other revenue streams).

[-] AernaLingus@hexbear.net 16 points 6 days ago

I think the more generous (and simpler) interpretation is that their maps suck and they never had detail there—we'd need a before and after to draw any conclusions.

9
submitted 2 weeks ago* (last edited 2 weeks ago) by AernaLingus@hexbear.net to c/programming@hexbear.net
9
2

Crossposting here because I found the fastmem and floating point arithmetic improvements to be technically quite interesting!

cross-posted from: https://hexbear.net/post/7926055

Two blog posts in less than a month? They're spoiling us!

This is a real humdinger of a progress report, too. High-level summary:

  • (link) Massive performance improvements to the two Rogue Squadron games through a combination of emulation improvements and settings changes, which now allow for it to run at full speed on high-end hardware (and very playable speeds on low-end hardware)
  • (link) Further improvements to the newly-added Triforce arcade emulation (check out the previous blog post for more info about Triforce)
  • (link) Core emulation improvement to an edge case of floating-point arithmetic that fixes a desync in Mario Strikers Charged; now, Dolphin can play online with real Wiis in that game. I think this was my favorite bit in the post—a real team effort with perseverance over many years!
  • (link) Rough timings implemented for Wii NAND management to allow for better performance on that menu
  • (link) The ability to preload entire games into RAM, a long-requested feature. The reason it hadn't been implemented earlier is that it's completely unnecessary with any modern storage, since even a crappy USB stick is faster than disc access on a GC/Wii, but this is apparently helpful for people who have their games stored on a NAS where disks might actually spin down, causing lag spikes.
  • (link) New GUI settings for SDL controller tweaks, specifically SDL hinting (apparently helpful for using Joycons as separate Nunchuck + Wiimote as well as fixing DS4 connectivity issues).
  • (link) Performance patches for a half dozen games, most notably Need For Speed: Hot Pursuit 2 (my beloved) and 007: Quantum of Solace. For those not in the know, there's a relatively new feature in Dolphin which allows for games to be patched on-the-fly to fix issues like uncapped framerates and complex idle loops that can bring the emulator to its knees even though it can otherwise run the games fine.

Aside from the interesting technical details, reading these progress reports always gives me the warm fuzzies. I love hearing about how all these different people come together and use their unique talents to improve emulation for everyone.

11

Two blog posts in less than a month? They're spoiling us!

This is a real humdinger of a progress report, too. High-level summary:

  • (link) Massive performance improvements to the two Rogue Squadron games through a combination of emulation improvements and settings changes, which now allow for it to run at full speed on high-end hardware (and very playable speeds on low-end hardware)
  • (link) Further improvements to the newly-added Triforce arcade emulation (check out the previous blog post for more info about Triforce)
  • (link) Core emulation improvement to an edge case of floating-point arithmetic that fixes a desync in Mario Strikers Charged; now, Dolphin can play online with real Wiis in that game. I think this was my favorite bit in the post—a real team effort with perseverance over many years!
  • (link) Rough timings implemented for Wii NAND management to allow for better performance on that menu
  • (link) The ability to preload entire games into RAM, a long-requested feature. The reason it hadn't been implemented earlier is that it's completely unnecessary with any modern storage, since even a crappy USB stick is faster than disc access on a GC/Wii, but this is apparently helpful for people who have their games stored on a NAS where disks might actually spin down, causing lag spikes.
  • (link) New GUI settings for SDL controller tweaks, specifically SDL hinting (apparently helpful for using Joycons as separate Nunchuck + Wiimote as well as fixing DS4 connectivity issues).
  • (link) Performance patches for a half dozen games, most notably Need For Speed: Hot Pursuit 2 (my beloved) and 007: Quantum of Solace. For those not in the know, there's a relatively new feature in Dolphin which allows for games to be patched on-the-fly to fix issues like uncapped framerates and complex idle loops that can bring the emulator to its knees even though it can otherwise run the games fine.

Aside from the interesting technical details, reading these progress reports always gives me the warm fuzzies. I love hearing about how all these different people come together and use their unique talents to improve emulation for everyone.

4

Really interesting free-flowing interview, quite different from many of the ones I typically see, especially from Miyamoto. Even in '89 they were grappling with some of the same issues developers are dealing with today, including the trap of pursuing shallow "realism" and the perception that there were no fresh ideas out there.

Also, it features this prescient quote from Miyamoto:

Miyamoto: I think there are still plenty of possibilities in game design. For instance, imagine a game where you input something, and when you check back a month later, it's transformed into something totally unexpected. We don't have anything like that, do we?

Or, take how people living in apartments today can't keep pets. If someone who was obsessed with the joy of having a pet made a game that captured that feeling, I think it would become a huge craze. And since it's a simulation, you could even include the "unfortunate" parts, like the pet eventually passing away, as part of the experience.

18
submitted 1 month ago* (last edited 1 month ago) by AernaLingus@hexbear.net to c/games@hexbear.net

Truly bizarre story—still completely unclear what the copyright troll's motive is—but it's cool that an organization like the VGHF fought back and won as well as detailed the process to help others facing similar issues.

11

Alright, so the scenario is, I've got a bunch of MKV files with SRT subs that I want to edit together as follows:

  1. Do a bit of trimming on each clip
  2. Slap them onto a timeline
  3. Render out to a single video with a single SRT, still with the correct timing relative to each clip (exporting the subtitles separately and muxing them myself would also fine)

I fumbled around with DaVinci Resolve for a while, but it doesn't seem to recognize the subs when they're embedded, and I couldn't figure out how to lock them together after the fact to allow the editing flow I described. I guess in most cases, the workflow is going to involve subtitling after editing, but idk, it doesn't seem like it'd be that difficult to support.

Most likely I'm just going to do the editing first and then sync the subs in AegiSub by noting the absolute offsets for each clip (along with how much has been trimmed from the beginning/end), pasting in each sub file separately, and then shifting them to the appropriate offsets (come to think of it, I can probably write a script to do it for me, although that could be a classic blunder). Kind of annoying, especially since you kinda have to do the math manually with AegiSub—wish you could just paste onto an existing sub line and have the subs start relative to that timecode. That being said, I only need to do like 8 videos at a time, so I'll live, and it's still waaaaaay faster than making the subs myself.

But...if there is a way to do what I wanna do smoothly and intuitively, I'd love to hear about it!

16
submitted 3 months ago by AernaLingus@hexbear.net to c/videos@hexbear.net
17
submitted 3 months ago by AernaLingus@hexbear.net to c/anime@hexbear.net

Release information:

https://haroohie.club/blog/2026-01-01-chokuretsu-full-en-release

General information + patching guide:

https://haroohie.club/chokuretsu

About the game

Released in 2009 for the Nintendo DS, Suzumiya Haruhi no Chokuretsu (The Series of Haruhi Suzumiya) is a partially-voiced visual novel/puzzle game based on the Haruhi Suzumiya series!

Play as Kyon as you work with the rest of the SOS Brigade to keep Haruhi from discovering the unnatural phenomena occurring all around you! Set during summer break after the second light novel, the SOS Brigade members must distract Haruhi while she investigates the Seven Wonders of North High and erase the evidence before she finds it.

Featuring over 38,000 lines of dialogue and many possible routes, this unofficial translation made by Haruhi fans from around the world seeks to make the game accessible to a non-Japanese audience. Please support the series by buying the original games & merch!

An impressive translation effort given the scale and complexity of the task! I've only done a bit, but I can already see how much care the team has put into this romhack—there was a background with a storefront that only showed up for about 5 seconds, but they still went through the trouble of editing the image to replace the Japanese name with an English translation. And it's really neat how they went above and beyond by adding little speech bubble translations for in-game audio that was never associated with any text

If you're studying Japanese, one thing you can do is set up two instances of melonDS (or another emulator, I suppose), put them side-by-side, and then use a controller to play (I use the advanced technique of blocking-the-English-translation-with-my-controller so I don't cheat). The controller will simultaneously send input to both games, so you can stay synced without much fuss. Granted, I haven't gotten past the pure visual novel section, so it might get dicier when there's movement involved, and I don't know if there are random elements in the game. but I don't think there's anything fast-twitch. The one thing to keep in mind is that, since Japanese is always going to have fewer characters, you can advance more quickly through the Japanese text, so if you're mashing you can easily desync.

If you're interested in the romhacking process, check out the Haroohie Club blog as well as Janko's YouTube channel.

69
submitted 3 months ago by AernaLingus@hexbear.net to c/covid@hexbear.net

Saw the clip making the rounds on Twitter the past few days. Fuck Jon Stewart.

https://xcancel.com/AlterIvan1/status/2004689328312909894

Also, one of the other people in the clip (Tim Miller) is a known COVID minimizer:

https://xcancel.com/michael_hoerger/status/2004805556729774551

and apparently, a gay Republican, former Jeb! 2016 staffer, and so-called Never Trumper—dude's made in a lab to appeal to credulous libs.

6
submitted 3 months ago by AernaLingus@hexbear.net to c/music@hexbear.net

Sharing this iconic performance for those who haven't seen it. Merry Christmas, everyone!

14
submitted 3 months ago* (last edited 3 months ago) by AernaLingus@hexbear.net to c/games@hexbear.net

Christmas has come early with a new Dolphin Progress Report! There's some juicy technical details, so I definitely recommend that folks read the full report if that sounds interesting, but here's the high-level summary of user-facing impacts (click the ¶ symbol to the right of each heading to jump to the relevant section in the progress report):

view more: next ›

AernaLingus

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