Hosting an open lobby for Twinkle Star Sprites on Fightcade https://twitch.tv/trashboat009
#fightcade
- added save sync between deck and pc for srb2 and srb2k (EDIT: srb2 saves are not launching on Deck)
- added that fightcade auto-downloader
This kind of attitude has become obnoxiously common in the post-Fightcade 2 world and it sucks. It’s the FGC equivalent of ugh, why don’t these people buying mini consoles just set up RetroArch and a Raspberry Pi
Besides the fact that FV2 DC (the only version that FC2 supports) has issues and folks like me have wanted a more accurate port for decades, setting up FC2 isn’t as easy as walking into an arcade in Like A Dragon Gaiden. I’m quite tech-literate and I had to troubleshoot a fair bit to get FV2 on FC2 functioning right with my setup and internet connection. BBH had to do the same with other DC-hardware-based stuff like KoFXI. We aren’t morons, we’ve been emulating since the 90s.
FC2 has done incredible good for the community but it should not cannibalize the need for proper, official ports done with care. There’s still a barrier to accessibility—especially for emulation of hardware from the late 90s on, which is often more finicky and taxing—and anything to help reduce that should be celebrated.
If even just one person out of 10000 plays FV2 on RGGG, enjoys it, and wants to dig deeper into the game, I consider that a big win.
For whatever reason, Puyo Puyo 2 stores executable graphics handling code in RAM. What this means is that I can inject my own payload into the subroutine to call the PRNG every time the code is run -- in this case, every 2 frames! That means each tick of the timer gives you ~30 different possible seeds. I think that's sufficient randomization for most people, and I can write a larger payload to run the code every frame if necessary.
As a bonus, the graphics handling code works anywhere sprite manipulation is involved -- basically everywhere. That means the Fightcade save state can be placed on the mode select menu directly hovering over the Puyo Puyo 2 selection, meaning a button press is all it takes to get you into a match! Plus, I've also set up the payload to delete itself before the game starts in case the CPU needed those PC cycles for accurate game timing.
Technical explanation follows: