EDIT: The answer is that it supports 4480x2016 images just fine but also doesn't do any post-processing or post-upload-recompression to them whatsoever which seems like a not-good idea on the server-disk-space or not-forcing-everyone-to-download-unnecessary-3mb-PNGs frontier. But hey, that's not my problem...
#playstation 1
Callista [In memory of Saki Kaskas] (Need for Speed: High Stakes [1999] + Mass Effect 2)
It's Electronica at some of its finest; how it fits both a car menu and a nightclub in outer space kind of speaks for itself!
(Length: 4+ minutes)
Happy New Year's Eve, everyone! DigiDoggi's playing Mega Man Legends 2 until next year! Will DigiDoggi uncover the secrets of the Mother Lode? Can she stay awake until midnight?
Find out tonight, starting at 5:30 PST (GMT -8)! http://twitch.tv/DigiDoggi
replayed Castlevania Symphony of the Night yesterday in what is at this point an almost-yearly tradition, and afterwards went a-websearching to see if there is an open source reverse engineering of the game yet. it looks like there now is, but it's in the style of the various recentish N64 decompilation projects and is making slow progress, somewhat understandably.
i'm very spoiled in this regard on Doom et al where we have PC-based C/C++ source that's been ported to everything, is now mature, has had a cool scripting + modding layer added, etc. so it'll probably be a good few years before anything like that happens. but SotN is on my list of games that are significant and/or interesting enough to merit that level of preservation (alongside Rez and Katamari Damacy; and several others than have actually now gotten that treatment).
i also came across this nifty level editor, which is also still in early stages but it's a thrill to be able to see the raw level data rendered nicely with some familiar imgui-based editor UI for poking around it.