Count Regal Inkwell

Nerd|Furry|Linux User|Ace|BiRomantic|Taken <3

Leftist with an incorrigible love for fancy aesthetics (mostly Renaissance Italy/Victorian England) that might be incorrectly read as a monarchist because of that.

en.pronouns.page/@vinesnfluff

Unicorn, but also occasionally gryphon.

  • 16 Posts
  • 610 Comments
Joined 2 years ago
cake
Cake day: June 27th, 2023

help-circle




  • Funny

    I played a lot of Lunistice some time back. It’s a retro 3D platformer that has an option to cap the framerate at 20 for a “more authentic retro feel”. Fun lil’ game, even if I eventually uncapped the framerate because it’s also a high-speed and precision platformer and doing that at 20FPS is dizzying.

    And yes absolutely Zelda 64 chokes on its 20 frames from time to time. I played it enough (again, yearly tradition, which started when I first finished the duology in the mid-aughts) to know that.

    But it wouldn’t change the fact that its absolute maximum is 20 and it still doesn’t feel bad to play.




  • Framerates weren’t really a

    Thing.

    Before consoles had frame-buffers – Because Framebuffers are what allow the machine to build a frame of animation over several VBlank Intervals before presenting to the viewer.

    The first console with a framebuffer was the 3DO. The first console people cared about with a framebuffer was the PSX.

    Before that, you were in beam-racing town.

    If your processing wasn’t enough to keep up with the TV’s refresh rate (60i/30p in NTSC territories, 50i/25p in PAL) – Things didn’t get stuttery or drop frames like modern games. They’d either literally run in slow-motion, or not display stuff (often both, as anyone who’s ever played a Shmup on NES can tell you)

    You had the brief window of the HBlank and VBlank intervals of the television to calc stuff and get the next frame ready.

    Buuuut, as of the PSX/N64/Saturn, most games were running anywhere between 15 and 60 FPS, with most sitting at the 20s.

    PC is a whole different beast, as usual.



  • Ackshuli – By late 2000 there were a couple games on PC that could get there.

    … If you were playing on high-end hardware. Which most PC gamers were not. (despite what Reddit PCMR weirdos will tell you, PC gaming has always been the home for janky hand-built shitboxes that are pushed to their crying limits trying to run games they were never meant to)

    Regardless that’s beside the point – The original MM still doesn’t feel bad to go back to (it’s an annual tradition for me, and I alternate which port I play) even though it never changed from its 20FPSy roots.











  • adjusts 🤓 glasses

    So a cassette tape works by using electromagnetism. Ferric Oxide (AKA, literally rust powder) has a property that if exposed to a magnetic field, it will create a weak version of that magnetic field within itself

    So the record head of a tape machine is an electromagnet that changes its field based on the actual audio signal, translating audio frequencies directly to magnetic directions and strengths, while the read head is a passive electromagnetic coil that picks up that weak magnetic field on the rust-coated plastic tape while a small motor runs the tape past it and emits it as a soundwave.

    The tape adapter skips 90% of these steps —

    — It just has an electromagnetic coil of its own, positioned so it lines up with the play head, and when you feed it an audio signal, that audio signal gets directly translated to a magnetic field just by running it through the coil. The tape deck picks it up and doesn’t even realise there is no tape running through