Shiny Quagsire
@ShinyQuagsire
27, He/Him | ARM(S) wizard, Nintendo/Meta Horizon OS enthusiast • http://mastodon.social/@ShinyQuagsire • 🦋 http://shinyquagsire.bowser.gay
I optimized a slow path in JKDF2's clipping yesterday that almost brings me to 20~30FPS in most levels, but it could still be faster

might have found a strategy to get emissive paletted textures for cheap on DSi OpenJKDF2 before vs after


the virgin libsmacker (crashes, doesn't use stdint, not written by me) vs the Chad libsmusher (uses stdint, works first try, written by me)
I think next week we'll be able to finally open source our own 6DoF running on Qualcomm XR chips. It's more work than anticipated as we also have to distribute a special firmware for devs to be able to change the runtime. More perception features need to become a commodity!
(explaining folding paper to an American) imagine a burger,
thanks to the power of friendship (the DSi Mode Hacking discord) I've doubled my FPS, starting to look decently playable
the only thing that makes me sad doing DS homebrew dev is that somehow the VRAM and RAM debug tools peaked at VisualBoyAdvance and no$gba, I'd love to have a good visual of my VRAM usage rn
testing on my 3DS, I can actually get in-game thanks to the extra 32MiB of RAM, just like the simulations I tried adding deferred texture loading to eek out a bit more loading, but it has the performance aesthetics of shader compilation stutters lol

