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/emugen/ - Emulation General
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http://emulation.gametechwiki.com/

Read the General problems FAQ before asking questions. If you still need help, post your specs (speccy screenshot), OS, emulator version number and details of what's wrong.

http://emulation.gametechwiki.com/index.php/General_problems_FAQ

Please contribute to the wiki if you discover any inaccuracies or have relevant information to append.
>>
>>145410789
PURPLEFUCKERS GET OUT
>>
>>145410789
Very accurate.
>>
>>145410960
Pure Red is not accurate.

https://www.reddit.com/r/emulation/comments/4ko3s0/comparison_of_famicom_palettes_in_castlevania/d467hzl?context=3
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>>145411258
>tvs don't matter
>only standards
>>
>>145411368
>standards don't matter
>only muh poorly calibrated TV
>>
>>145410960
underaged trannies get out
>>
Trying to understand something. I'm talking about Dolphin, but it applies elsewhere.

Editing save files normally requires hex editing (unless someone has made an editor; but I assume those are built on similar concepts, just with a fancy GUI).

If Dolphin is emulating the entire system, and is reading and writing these save files, you would think editing them would be trivial.

But okay, maybe it's the games themselves doing the saving, maybe they're encrypted, etc. Then what about save states? Why aren't they in some kind of human readable format? What exactly is in a save state file? They can remember even more than memory cards, like _exactly_ everything the way you left it.
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>>145411368
i will redefine the standard, mooch.
it's really everyone else's math that is off.
>>
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There appears to be quite a bit of difference between puNES Sony CXA2025AS US palette and Nestopia's Consumer palette
>>
How well would something like this work for emulators on a local network?

http://gaminganywhere.org/
>>
https://www.reddit.com/r/emulation/comments/4nnyeg/which_gba_emulator_is_more_accurate_visualboy/
>>
>>145414880
Why did you post this? I expected some bait about VBA like the old ZSNES "discussions" that used to take place, but it seems like they actually do know about and recommend mGBA, so what's the problem?
>>
Is SP aware the latest MAME core is pretty messed up right now?
>>
>>145415610

lead by example and fix it up, dont wait for headquarters.
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>>145415829
Not my job.
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>>145415970
What is your job?
>>
>>145415610
Standalone is fine
>>
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SGB via Retroarch on Linux through Wine.
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>>145415610
That sounds accurate to regular MAME usage.
>>
>>145416230
Why are you running it through Wine? RetroArch runs native on Linux.

Also that happens on all platforms.
>>
>>145415610
Probably should tell r-type since he's the one who maintains it...
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>>145416495
Even SNES?
>>
>>145416118
As if grown men who play 80s and 90s games have jobs.
>>
What's going on with PCem and PCem-mooch or whatever?
>>
>>145418267
PCem is the original, PCem-mooch is my fork that adds preliminary nVidia emulation and fixes a few bugs.
>>
>>145418370
Ohh... Okay!
And uh... What about PCem-X and PCem Experimental? Are they the same thing?
>>
>>145418459
PCem-X is an outdated fork by OBattler that has my nVidia emulation (albeit an older version of it), networking, Pentium 2 support, and many other things. PCem Experimental is the newer fork by OBattler that has networking and other experimental features.
>>
Reminder that Pilotwings has been fixed in GLideN64 for quite a while now.
>>
>>145418624
thanks anon. I always hated pilotwings, but now i'll like it.
>>
>>145418624
>Reminder that Pilotwings has been fixed in GLideN64 for quite a while now.
Since when? WHat seetings are needed?
>>
>>145417925
RetroArch doesn't run on SNES.
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>>145418767
A few weeks/months ago. No special settings needed. Gonetz added some accurate depth handling to fix some sports game and it coincidentally also fixed Pilotwings.
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>>145410789
>composite

ROYALE MASTER RACE REPORTING IN BITCHES
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>>145418591
I love messing around with PCem.
Do you know how can I keep updated on the development of PCem Experimental?
It doesn't seem to have a website...
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>>145419014
irc.ringoflightning.net #pcem-x on IRC. I'm there too, anon. :^)
>>
>>145419128
Got it!
One last thing: Do you know if there are binaries available of your fork?
>>
>>145419551
https://github.com/MoochMcGee/PCem-mooch/releases/tag/v11.1
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>>145419740
So giddy right now :P
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>>145419010
Such purple much accurate
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>>145419006
Legit. Guess i had an outdated build. The plugin still needs a lot of work though.
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>>145416495
sgb isn't working in linux.
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>>145419010
CUMPUSSY IS THE ONLY WAY TO EMULATE
don't look at my score and items
>>
>>145426482
i looked at your score and items
>>
>>145427996
Now the events of The Ring will unfold. Seven days and all that.
>>
>>145428116
Never even heard of that.
>>
>>145428202
It's a shitty early 00's horror movie that was largely responsible for the PG-13 horror fad. Basically, a video tape surfaces, and anyone who watches it gets a phone call from a supernatural entity and are given 7 days to live. On the final day, a loli comes out of your TV and scares you to death.

Yes.
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>>145428729
That sounds fucking stupid. Still a clever joke, but the movie sounds retarded.
>>
>>145428932

It's about as retarded as a failed dev who thinks he's a girl and goes by the handle "mooch" on a website where everything is supposed to be anonymous.
>>
>>145429403
DELETE THIS
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This might be the worst Contra clone ever.
Also the music sounds like it's from Atari 2600
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>>145429403
make him stop!
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why did they use resolutions like these?
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I started suikoden and I did not expect these sprites to be so pretty.
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>>145430575
What shader?
>>
>>145420595
>The plugin still needs a lot of work though.
He's reimplemented software depth buffer rendering. It has limitations, but it's actually way, way faster because rendering the depth buffer on the CPU is much faster than copying the depth buffer from VRAM to RAM 30-60 times per second. I assume Pokemon Snap will be working pretty soon.
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Are there any up to date MAME builds for Android other than RetroArch?
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Just in case you guys wanted to know who my waifu was.
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>>145433763
Hmm? looks fine on my RA
>>145434061
A bit modified version of crt-geom, see >>145273443
>>
Is there anyway to transfer the memory card from pcsxr to epsxe?

pcsxr was working for a while then began freezing up on me
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>>145439908
Rename the memory card and overwrite the old one in RA.
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>>145440558
it turns out epsxe can't read it's own memory card even after saving a file in the game let alone some other programs file

guess I just won't emulate thanks anyway
>>
>>145441798
That's strange, because I've transferred memory cards from PCSX:R to ePSXe to Mednafen/RetroArch several times. They all use the same format.
>>
>>145419010
>royale @ 1080
yeahnah
>>145430575
Looks like Gunforce.
>he doesn't know that gunforce is a classic and the studio went on to make Metal Slug.
>>145433801
Shame they're poorly animated eh. Also the writing, level design, battle system and music in those games is attrocious. Also the sequel is the same but includes a bunch of technical problems too.
>>145433763
https://en.wikipedia.org/wiki/Aspect_ratio
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Bear in mind these are best case scenario results. I'm using async framebuffer copies which are slightly less accurate (for example, games tend to hide HUD elements on the one frame where they make a FB copy for pause menus, meaning that async copies take the frame BEFORE that one, meaning it can have HUD elements on it. Quake II is a good example.)

However, getting over 200% better framerates in Perfect Dark's high resolution mode in certain scenes is a nice boost. Software Depth Buffer should have been added a long time ago.
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>>145443445
I'm guessing software depth is in a branch?
>>
>>145444739
>I'm guessing software depth is in a branch?
Yes, but Gonetz provides binaries. https://github.com/gonetz/GLideN64/issues/885
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>>145445246
Oh neato, nice to see him being productive. Wish I was like that.
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>>145446634

You would be if you'd get the fuck off 4Chan, lame-ass.
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>>145443445

libretro mupen64 has had software depth buffer for over three years now in Glide64.
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>>145447129
>libretro mupen64 has had software depth buffer for over three years now in Glide64.
This is literally Glide64's software depth buffer, which Gonetz wrote, ported over to GLideN64. It just works way, way better in GLideN64 because of GLideN64's other improvements.
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Thread's dead. Post frankenstein'd shader presets to bring it back to life. No vanilla shit.
NTSC 320px Composite, image adjustment and CRT lottes
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>>145448331
Nothing fits that description as well as the analogue TV pack presets. Literally 10 CRT shaders stacked on top of each other with a bunch of useless passes in between. Also looks like shit.
>>
What are some emulators with software rendering? My graphics card busted and I need something to play. I heard PPSSPP had it as a debugging option but I can't get the menus because DirectX and OpenGL don't work.
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>>145449558
Pretty sure all the Mednafen emulators use software rendering. Then again, I'm just a consumer and know jack shit about emulation. Especially since being introduced to RetroArch, which hides any emulator information.
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>>145447169

So your great hero is just copy pasting Glide64 code back over to gliden64.

Honestly, maister's compute LLE RDP plugin cannot come soon enough. What a pathetic hack.
>>
...Holy fuck, did Apple just commit sudoku by completely disallowing unsigned binaries in macOS Sierra? Because I'm pretty sure that would outright kill OpenEmu...
>>
>>145448992

Looks like an old gaming magazine TV shot. You know....Before they went to directly capturing output?
>>
>tfw there are many sites dedicated to huge archives of console game box art but little in the way of ones for old MSDOS/Windows PC game box art

Have PC gamers abandoned their heritage due to the digital temptation? Without the preservation of these box arts, who will remember browsing the comfy sterile aisles of OfficeMax or OfficeDepot in the pc game isle in 1995 and the feeling that gave them?
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>>145416118
Architectural consultant at a small construction firm.
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>>145450168

Where is your source for this?
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>>145448992
This is how it would've looked on some Japanese kid's beat up old white CRT in 1996
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>>145451017
More like 1969.
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Emugen is going through some dark times when not even I will read it consistently anymore. Or maybe it's just my Stranger of Sword City addiction.
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>>145451002

http://www.macrumors.com/

https://twitter.com/patrickwardle/status/742511355614224385

Completely unacceptable if this is true. And I can't just switch to Windows; Win10 would like to plaster advertisements all over your fucking OS (some of which cannot be gotten rid of easily from what I've read).

I can't believe I'm saying this, but....goddamnit Linux, hurry the fuck up! :(
>>
>>145451354

I am pretty sure Microsoft's massive anting up of UWP apps is for the same reason: they want to be able to do a 'kill switch' for regular Win32 programs too so that only UWP apps can become the norm.

Maybe they will leave a 'allow Win32 program' button in for the enterprise edition and leave it at that.
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>>145451354
>>145451525
This is the end of PC as we know it.
>>
>>145451354

As a follow-up:

http://forums.macrumors.com/threads/macos-10-12-sierra-all-the-little-things.1977110/page-3
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>>145451525
>>145451354
It's to proteeect you, from viiiiruses, and haaackers, who might try to install nasty unwanted appppps on your Peeceeee. Don't you see? This is for your own gooood.
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>>145451613

NONONO...YOU DON'T UNDERSTAND...IT'S *MY* COMPUTER! *MINE!* DO YOU HEAR? MY OWN. I *PAID* FOR IT, IT'S MY PERSONAL PROPERTY,* I DECIDE WHAT RUNS ON IT!!!*

REEEEEEEE! REEEEEEEEEEEEEEE!!!!!!
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>>145451759
That's the old mentality, anon. In the future, Apple and Microsoft control what runs on your PC.
>>
This is bullshit. If Windows 10 switches to only UWP apps, I'm fucking going to Linux full-time.
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>>145451950

Explain UWP to a Machead, please?
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>>145437123
>>145442898
you both are idiots or underage. You did not even understand the question.... whatever
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>>145452195
It's Metro.
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>>145449817
>Honestly, maister's compute LLE RDP plugin cannot come soon enough.
Vulkan-only and low res.. No thx
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>>145453139

It's a waste of time to try to fix all these per-game bugs in every game, a generic implementation that works properly for every game is the only way.

HLE implementations are a complete hack job, you can barely even consider it emulation of the RDP.
>>
>>145453139
>low res.. No thx
back to >>>/v/ underage
>>
>>145443445
Does this mean GLideN64 doesn't really need OpenGL 4.x?
>>
Is PCSX2 on linux useable yet?
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>>145453253

Pretty much this. But then it'd show the games as they were actually designed to run (wibbly bits and all, or in the case of N64 BLUUUUUUR), and the average shitter sure can't have his sacred virgin eyes exposed to that.
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>>145453253
>It's a waste of time to try to fix all these per-game bugs in every game, a generic implementation that works properly for every game is the only way.
high res is worth the effort. HLE is way faster than LLE too.

Vulkan only works on relatively new computers, so that's another reason I'm unimpressed. What's the point if it requires a modern computer?
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>>145442898
>royale @ 1080
>yeahnah
How about 4k composhite CRT royale?

Tasteful crop because 7mb size and shit quality with any compression.
>>
>>145454863

There's no way to port angrylion to hardware without resorting to async compute. Unless you want another massive inaccurate hackfest.

Also, Vulkan's feature set is pretty much GL 4.3+. It can be ported to GL later on.
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>>145416230
Yeah, that's because the GB emu in bsnes is a piece of shit. You can thank byuu.

It's fucked until someone bothers to put gambatte back in it.
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>>145433763
To save vram probably.
>>
>>145411258
>Pure Red is not accurate.

To NTSC standards.

Which are irrelevant if you talk about real tvs. It's like if you went back in time to 1985, and told everyone their tvs were wrong. They need to look like this abstract standard.
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>>145433763

Most PSX games have non-square pixels. In this particular instance it seems that the game switches to single buffering when displaying the map in order to increase the resolution.

Pic related is the VRAM during normal double-buffered 3D gameplay.
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And that's when you open the map.
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>>145455413
no in retroarch that's actually gambatte. that's why i'm using retroarch in the first place. you get the pretty shaders as well. but its not working in linux, only in windows. so i keep an old version of bsnes with gambatte around.
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>>145455980
>>145456062
that's interesting. thanks a lot!
do you also know how games like pic attached are stored? Is this also dubble buffered since its 240p?
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>>145456108
>no in retroarch that's actually gambatte.

Yeah I'm pretty sure that's not true.
>>
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>>145456226

Which game is that exactly? Tekken 3 and a bunch of other fighting games actually output 480i. I don't really know how the buffering works, there are no obvious single-buffering glitches so maybe they actually buffer each field independantly (the PSX GPU can do that). But if that's the case I don't get how it manages to work with my GL code since I haven't implemented any explicit support for that.

If you want to experiment yourself you can use the experimental GL renderer in beetle, set "display full VRAM" in the core options and restart.

If you want to
>>
>>145455980
>>145456062
Is this sort of exposing the little shortcuts devs used on PS1 to save on performance, stuff like storing the image as a weirder res and then manipulating it to get it to look 'right' on display?
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>>145456386
>Which game is that exactly?
Pretty sure it's Soul Edge.
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>>145456697

This is so common that I'm not even sure it qualifies as a "shortcut" anymore.

The vast majority of games are double buffered and output around ~240 lines.

The horizontal resolution will then depend on how much VRAM the game can spare and whether or not they can keep the framerate decent with the amount of stuff they have to draw on the screen.

In MGS for instance you can see that they're pretty tight as far as VRAM usage goes so the framebuffer ends up in a pretty low resolution. Performance might also have been a concern.

Games like Spyro or Crash Bandicoot actually manage to use 512pixel wide framebuffers (effectively eating half of the VRAM just for the framebuffers).
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>>145456938

Ah I haven't tried this one so I don't know.
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>>145457191
>We had dynamic resolution since the 90s
>>
>>145457296

I've just realized why the thing flying around spyro is a *dragon*fly. It didn't really work in french.

>>145457553

It's super simple to implement with analog signals, when you change the horizontal resolution you just change the sampling rate of the DAC, basically. The TV wouldn't even know something changed.

For vertical resolutions you don't have that much flexibility however, it's 240p or 480i (288p/576i for PAL). If you wanted other vertical resolutions you'd have to use black bars.
>>
>>145454167
>Does this mean GLideN64 doesn't really need OpenGL 4.x?
It doesn't NEED GL4.x, but if you want accurate depth calculations, which don't quite work properly anyway, you'll need 4.x.
>>145449817
>So your great hero is just copy pasting Glide64 code back over to gliden64.
It's his own code to begin with. He wrote a new method for handling depth buffer emulation in GLideN64, and it has some issues with speed. (PCs suck at doing heaps of copies from VRAM to RAM.) So by going back to software depth buffer and improving it, he can have the best of both worlds.
>>145453253
>It's a waste of time to try to fix all these per-game bugs in every game, a generic implementation that works properly for every game is the only way.
What per-game bugs? Avoiding game-specific solutions wherever possible was one of GLideN64's design goals. That's why it emulates Pilot Wings correctly. That's why the old combiner system was scrapped and a new universal system put in place.
>>
>>145458296
>What per-game bugs? Avoiding game-specific solutions wherever possible was one of GLideN64's design goals. That's why it emulates Pilot Wings correctly. That's why the old combiner system was scrapped and a new universal system put in place.

There's still a ton of per-game hacks.

HLE video plugins are a waste of time. It was maybe relevant in the early '00s, with new graphics hardware it's nothing but an embarrassing relic that should be allowed to die. There's still a shitton of crappy per-game hacks in Gliden64 that will never go away.

It was a waste of money for $10K. Maister will do it right. Sucks for all the N64 lamedev emukiddies that want to hype up this gonetz as some kind of 'expert'.

Reminder: gonetz did not know what a VBO was until 10 days ago and he asked for tutorials on how to do it. I don't think it can be over-emphasized just how embarrassing that is. Calling him a 'hack' is letting him off easy.
>>
>>145458296
>It's his own code to begin with. He wrote a new method for handling depth buffer emulation in GLideN64, and it has some issues with speed. (PCs suck at doing heaps of copies from VRAM to RAM.) So by going back to software depth buffer and improving it, he can have the best of both worlds.

Gonetz did not write shit from Glide64. Dave2001 did 99.99% of the work, all gonetz did was shit up the codebase with hacks, just like he's doing with gln64 right now in fact.
>>
>>145458736
>There's still a ton of per-game hacks.
Some things simply cannot be done accurately if rendering on a GPU. The number isn't huge, and tends to shrink over time.
>HLE video plugins are a waste of time. It was maybe relevant in the early '00s, with new graphics hardware it's nothing but an embarrassing relic that should be allowed to die. There's still a shitton of crappy per-game hacks in Gliden64 that will never go away.
Software rendering plugins are also a waste of time.
>Reminder: gonetz did not know what a VBO was until 10 days ago and he asked for tutorials on how to do it. I don't think it can be over-emphasized just how embarrassing that is.
He may have inconsistent skills, but he's done a better job than anyone else to date. The man knows enough to fix Pilotwings, for example. Even Angrylion didn't know what was wrong with Pilotwings. His use of OpenGL tends to be less than great, but he does get the job done.
>>
>>145458854
>Gonetz did not write shit from Glide64.
He wrote the software depth buffer emulation for the plugin. This has been discussed before, some time back. Some time ago, someone suggested that he cut and paste Angrylion's for a software depth buffer. But he chose to cut and paste Glide64's software depth buffer emulation for the simple reason that he wrote it, therefore there cannot be any potential ownership complications. Glide64's software depth buffer is actually remarkably accurate. It's good enough for Pokemon Snap, for example. As soon as GLideN64's version is debugged and cleaned up, Snap should work fine.
>>
>>145459016

> Software rendering plugins are also a waste of time.

Async compute is not software rendered, and it requires modern hardware and graphics APIs. Gliden64 can never scale as reliably as something like an async compute implementation of Angrylion will. It will always forever have lots of game specific bugs, and overall it is not really much of an advancement.

If he can't fix the z64 triangle functions then ultimately it will forever be bugged. Good luck also with reversing Rogue Squadron/Last Legion LX/Indy and all those other games which don't run reliably and are too slow with those RDP LLE codepaths anyway. You'll be going at this forever and having nothing to show for it, meanwhile RDP LLE would run it from day one.
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>>145459263
>If he can't fix the z64 triangle functions then ultimately it will forever be bugged.
This is very much a "not a priority" issue rather than a "too difficult" one, I think.
>Async compute is not software rendered, and it requires modern hardware and graphics APIs.
Good luck getting it to work on Android.
>Gliden64 can never scale as reliably as something like an async compute implementation of Angrylion will.
The async compute implementation of Angrylion's will never run at above native resolution. That right there is a presentation deal breaker for the masses.
>Good luck also with reversing Rogue Squadron/Last Legion LX/Indy and all those other games which don't run reliably and are too slow with those RDP LLE codepaths anyway.
z64gl's current fork is very, very fast. It's just buggy. Part of GLideN64's problem is that Gonetz refused to look at batched rendering because it would break his more accurate N64 depth emulation techniques. So GLideN64's LLE mode has basically no optimisation.
>>
>N64 emulation

baka desu senpai
>>
>>145459545
>> This is very much a "not a priority" issue rather than a "too difficult" one, I think.

You are full of shit. It is responsible for 95% of all the issues you see right now, from Turok to Killer Instinct Gold to GoldenEye and back. Stop lying that it's simply a case of 'don't care'.

>Good luck getting it to work on Android.

Vulkan already runs on RetroArch Android. No 'good luck required', and it already runs on the hardware that supports it. Might not be a lot of devices but then again we are not in it for the money like you guys are, so amount of installed base is of no significance.

"z64gl's current fork is very, very fast. It's just buggy.

No shit it's buggy, you guys are using stone-age GL that looks like it belongs in 1999 rather than 2016. The amount of amateurism at all corners is just breathtaking.

Part of GLideN64's problem is that Gonetz refused to look at batched rendering because it would break his more accurate N64 depth emulation techniques. So GLideN64's LLE mode has basically no optimisation."

And it wil lnever have any optimization either because Gonetz isn't very skilled.
>>
>>145459942
>And it wil lnever have any optimization either because Gonetz isn't very skilled.
Gonetz isn't the only person working on GLideN64, you know.
>>
>>145460351

one is a head arm mali engineer, the others a bunch of blokes where the head honcho up until now didnt know what a VBO was.

ill know who i would bet money on.
>>
>>145460453
Why would Gonetz know what a VBO is? I thought his expertise was framebuffer emulation and general N64 hardware shit? Back in the early days, everything was Glide. Did Glide even support vertex buffers? I don't think it did.
>>
>>145460651

It's a bit surprising that somebody who's been writing a "modern" GL plugin for a few years doesn't know what VBOs are and what they do.
>>
Which libretro core is the best for emulating NES?
>>
>>145460908

Nestopia probably.
>>
>>145460908
Nestopia
>>
>>145460832

https://github.com/gonetz/GLideN64/issues/454

16 days ago

"I had plans to switch to VBO, because current code don't work on OSX. There are always more important things to do though.
Could you provide me links to a VBO tutorial and some material explaining Core profile matter?
I need to understand, what need to be rewritten and how."

Top kek.

Honestly, this is so bad you could get sacked from any modern software company where you pretend like your main skillset is 'GL'. Not knowing how to setup a VBO is like not knowing what a shader or a polygon is. It's like a kid in 8th grade not knowing basic multiplication and addition.
>>
>>145460998
>>145461008
Thanks.
>>
>>145459016
>Software rendering plugins are also a waste of time.
Idiot.
>>
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I'm happy the pcsx2 emulates the rice filter now.
>>
>>145463120
Rosaries a best, get out with that week shit.
>>
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>>145463291
Swords are the best actually but right now I'm feeling this one.
>>
>>145463613
Yes, but Rosaries are casual as fuck and look nice.

Granted, sword attacks with a max powered combo and attack buff are devastating and also satisfying.
>>
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>>145463790
Did you ever try the Wii version? Charging up the sword with a wiimote is literally the best feeling.
>>
>>145464354
Recently played and plat the PS3 version, I know how good swords feel.

But Rosaries just feel so right to me.
>>
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>>145464904
With the psmove? Did it work well for everything?
>>
>>145465043
Dualshock 3, felt fine and responsive without wiggle controls.
>>
>>145465141
Trust me man man it's not the same. Before you die make sure you get the sword in Okami and charge that baby up. It's like nothing you've experienced before.
>>
>>145465330
I did it all man, even got all the collectables.
>>
>>145465493
I mean play the game a bit with a motion controller. I don't know how it is on PS3 but the Wiimote is godly with the sword.

Drawing in general too was much faster and more fun.
>>
>>145465570
Playing with a DS3, the drawing is pretty fast too.

Holding X/O draw and holding Square/Triangle make the cursor move faster.
That and the simple strokes required made me not miss it.
>>
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>>145465570
>>
>>145466446
Waggle is faster.
>>
I'm encountering a very peculiar bug in RetroArch 1.3.4.
The thing is, I have some save files made with RetroArch 1.0.0.2 and 1.2. I can load them just fine when playing alone on 1.3.4.
But when trying to play online with a friend, it's using some other file, that isn't even on my system at all. Even when deleting the supposed save file, it's still loading its own save.
Does anyone know what's going on or should I report that on Github?
>>
>>145462387
>>Software rendering plugins that will never run at full speed on an acceptably wide range of hardware are also a waste of time.
>Idiot.
>>
If Gonetz is such a bad coder, then why is GLideN64 the second most accurate N64 video plugin in existence, bested only by Angrylion's?
>>
>>145460453
Yet Pilotwings shadows are still not fixed in frankenmupen :) .

>>145459942
>No shit it's buggy, you guys are using stone-age GL that looks like it belongs in 1999 rather than 2016.
Honestly, I'd rather use "stone-age GL" for better portability. What is the point of doing a hardware renderer that requires new hardware and can only run native resolution? A new computer is powerful enough to not need a hardware renderer for most N64 games, so it kind of defeats the purpose.
>>
If byuu is such a bad coder, then why is higan the most accurate SNES emulator in existence?
>>
>>145467020
still an idiot.
>>
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HE'S BACK

https://github.com/vgturtle127?tab=activity
>>
>>145467482
byuu isn't a bad coder, he just makes bad decisions that make don't wanna use his emulator.
e.g.:
> very good coder
> very bad at marketing
>>
>>145467646
>byuu isn't a bad coder, he just makes bad decisions that make don't wanna use his emulator.
top kek. Anyone who struggles at optimizing code, is not a good coder.
>>
>>145467563

/emugen/ is saved. Based turtle.
>>
>>145467563

>All the legal Nintendo 64 documents, in one place. About time, really.

https://github.com/vgturtle127/N64-DOCS

And it's completely empty. Expected as much from Turtle.
>>
>>145468238

Maybe he's making a subtle joke about N64 emulation making ample use of illegally obtained docs.
>>
>>145467563
My readme files are ready
>>
>>145413445
A save state contains the contents of the entire system's memory, CPU registers and so on at the given moment.
>>
>>145413445
If you read the source, you should be able to know the structure of the save state format. For one, I assume the save states are compressed. Save states are much bigger, so that alone makes it harder. However, if you are familiar enough with the game's data structure and addresses of important things, you'd be able to modify save states.
>>
>>145451950
You won't be able to run a truly free Linux distribution because of the secure boot. You gotta sign a pact with MS for them to sign your bootloader.
>>
>>145467135
>If Gonetz is such a bad coder
Unlike those RA shills / (maybe devs?), I think Gonetz is a decent coder. I'm impressed that he fixed Pilotwings shadows. It proves that he's a valuable dev in the scene. I just think some of the decisions he made were poor, like using glN64 as a base.

>why is GLideN64 the second most accurate N64 video plugin in existence
I feel that GLideN64 has a lot of work to do. Not sure if I'd call it the 2nd most accurate plugin. Hard to really measure though. If you're really convinced that GLideN64 is the 2nd most accurate plugin, you ought to try to convince zilmar to invest in that instead of Glide64.
>>
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>60fps
>Perfect compatibility

http://esxemulator.com/

...Seems legitimate.
>>
What's the deal with this thread?

>>>/vr/3224794
>>
>>145413445

Here's my try at implementing savestates using JSON instead of a binary format: https://svkt.org/~simias/rustation/savestate.json

It doesn't even contain the 1MB VRAM.

Tell me what you think.
>>
>>145474424

Is there a GBC shader? Pretty sure the colors would be de-saturated as well.
>>
Daily reminder that MAME is the endgame of all emulation. All other emulators are inferior toys.
>>
>>145474543
Of course there's a GBC shader. That thread was clearly a shitpost though.
>>
>>145474616
>Daily reminder that MAME is the endgame of all emulation. All other emulators are inferior toys.
yeah right https://github.com/mamedev/mame/blob/3afd990226a2c647290579bebb5537bd0fd3faac/src/mame/video/rdpblend.cpp#L59
>>
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First off, I'm incredibly dumb.

Secondly, I know how to update cores and such in RetroArch, but how do I update the RetroArch program itself? Is it as simple as downloading it again and copying the files over? Or will that overwrite some settings or whatever and fuck stuff up?
>>
>>145475398
sudo apt update
>>
>>145475398
What OS are you running?
>>
>>145476638
>>145476732
Windows 7
>>
>>145476970
Just download the newest nightly from the build bot. It's two .exe files. Replace your old ones with the new ones. Then, go into your core updater, and update your assets, and reboot
>>
>>145475398
Uninstall RetroArch and install some standalone emulators.

Rejoice at how simplified your experience instantly becomes.
>>
>>145477210
>Rejoice at how simplified your experience instantly becomes.

How is having to configure each emulator separately more simple?
>>
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>>
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>>145477038
Alright, thanks.
>>
>>145477280
Having one single configuration for ten different emulators isn't much of a simplification if it takes ten times longer to configure.
>>
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>>145467563

This makes me laugh way harder than it should
>>
>>145477587

>muh lines

This phrase indicates a CRT shader's confusion and lack of understanding. When ever confronted with a real CRT he mutters "muh lines" or "muh motherfucking lines" followed by shuffling his feet and loading up RetroArch.
>>
>>145474012

A decent coder is not somebody who didn't know what a VBO was since 16 days ago. Not from somebody who claimed he was doing 'modern GL' two years ago.
>>
Help.
Cg shaders suddenly stopped working in Ubuntu.
I have 1.3.4 for a longer period of time and now of the problem, so I always configues shaders via the cfg files. But now suddenly I only see nearest neighbor although shaders are applied. I havent changed my config files! Did I accidently remove some package that broke the shaders or is this due to a ubuntu upgrade?
>>
>>145480494
Shaders don't work on newest stable for whatever reason. Update to a nightly build
>>
>>145480645
you misunderstood. they work with manual config. i didnt change anything nor did i update and they just stopped working.
>>
>>145479884
You just sound like you're nitpicking desu senpai. It's easy to point out small flaws about other devs / their work.

Who do you consider to be decent coders in the N64 emulation scene?
>>
Vulcan support for dolphin when

I want to leave windows 10 but dx12 is pulling me back in
>>
>>145442898
>Shame they're poorly animated eh. Also the writing, level design, battle system and music in those games is attrocious. Also the sequel is the same but includes a bunch of technical problems too

Holy shit I have seen my share of people with wrong opinions but this is unreal

tournament 2004 like c'mon nigga how come you exist
>>
>>145481594

Expecting the coder to know the equivalent of 2 + 2 = 4 when purporting to be a GL expert is not 'nitpicking', nor is it pointing out small flaws.
>>
https://github.com/libretro/mupen64plus-libretro/issues/331

Shouldn't libretro ports be faithful to their upstream namesakes? This problem is a result of them messing around with the mupen64plus code. Code changes like that should be committed upstream, libretro should be a way to "plug in" to emulators like mupen64plus, not an opportunity to create Frankenstein versions.

If they are going to do that they should at least rename this port so people don't assume they are actually getting mupen64plus
>>
>>145483929

you need "frankenstein" versions when the original emulator is shit, as mupen64plus is.
>>
>>145484096
A proper open source project contributes back to upstream. When it diverges this far from upstream it becomes almost impossible to incorporate improvements from upstream into this project. Look at the GlideN64 code in this port, it is way behind (and very different than) the upstream code. And that plugin is the best graphics plugin for mobile devices, no matter what twinaphex believes.

Also, a good open source project doesn't have endless commits that just say "updates" and "cleanups", but that is another issue...
>>
>>145484162

it is not way behind, it is gliden64 that is going through the same unified rendering pipeline as the other graphics plugins are going through.

Mupen64 libretro is going to go for something different so that it at least has a chance in hell of competing with Pj64. If you want to be irrelevant and pathetically behind, make your own upstream-compatible version of mupen64plus for libretro, we have long since decided that the best direction to take for this core is to go completely our own way since mupen64plus devs are not getting the job done, and that is putting it very diplomatically....
>>
>>145484162
mupen64plus team is a bunch of maintainers who dont have a clue what theyre doing and they made the mistake of alienating me to the point where i dont even feel like contributing back anymore.

Regarding the 'frankenstein' state of mupen64, there is no way around it, N64 and PSX emulation in the standalone emulators is not good enough to really be satisfactory without a mass amount of edits, and since the upstream authors either are not conducive to working together with or they create huge irrational stances that precludes any kind of improvements (like 'I want authenticity' instead of enhancements), 'frankenstein' forks like this are pretty much a requirement.

Plus, they are not the end-all-be-all on emulation anyway, and in mupen64plus' case they did not write 99,99% of that entire codebase anyway, it was a one-man show ran by Hacktarux until he left and a bunch of maintainer dudes took over the project and didn't honestly get much done for years. That is not some end-all-be-all 'upstream dude' I should be intentionally limiting progression for.
>>
>>145484641
Aren't you tired of repeating the same shit every days?
>>
n64 fags are cancer.
>>
So did SP delete a bunch of github posts? Smh desu senpai.
>>
Can PCEm run SoftICE?
>>
>>145483482
>when purporting to be a GL expert
Where did he say he's a GL expert? Because obviously he wouldn't have used glN64 as a base if he was an expert.
>>
Okay nerds, tell me where to find a pcsx-r config guide. I want to play Crash but unlimited FPS and other bullshit.
>>
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>>
>>145456226
>Edge Master Mode

kek
>>
Is Wii U gonna be emulatable any time soon?
>>
>>145483929
>>145484162
Hello loganmc10, reposting your rant on 4chan I see.
>>
>>145489108
Only if you donate to Team Cemu®'s Patreon
>>
>>145489108
It already is.
>>
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Fucking finally
>>
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Persona 2 - Innocent Sin won't run on PCSX-Reloaded
>>
>>145491227
Try renaming the file.
>>
>>145491227
Play the PSP remake instead
>>
>>145491227
Your file path looks too long for it's own good.
>>
>>145489436

Link?
>>
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Not sure if this the best place to ask, but does anyone have any experience with streaming in regards to emulators? Anything I should know beforehand? I've never streamed before and wanted to do something with a few friends, streaming some MAME & RA. Which site is good for streaming, Twitch or Hitbox? I plan on using ShadowPlay trough my 970, though is there anything potentially better?
And before anyone flips their lids, no, I'm not aiming to become an E-celeb or earn money or whatever, this just something small for friends in a chat I hang out in, I don't even plan on using a mic.
>>
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>>145491227
Dunno why you'd want to play a sprite based game on PCSX-R to begin with
>>
>>145490629
I don't believe I've ever seen that message.
>>
>>145491227
Aren't you supposed to open the cuesheet?
>>
>>145492847
pcsxr is pretty versitile and flexible. it should be fine like other good emulators.
>>
>>145493017
>Aren't you supposed to open the cuesheet because it contains information the real system and emulator might need?
>pcsxr is pretty versitile and flexible. it should be fine if you do stupid shit you should never ever do because ePSXe lets you do it because ePSXe users are retarded and the devs let you load .bin files because they don't want to deal with countless "omg why won't my games work????" questions.
>>
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>>145491407
I would but I want to play Eternal Punishment afterwords and It would be awkward

>>145492847
I did.

>>145492551
I just want to play a game. I don't care about the emulator.

Pic related I needed to move the binary file. I'll have fun playing persona 2 and watch tatsuya suffer for his sin
>>
>>145493356
>stupid shit you should never ever do
nah. convoluted and esoteric execution requirements are the result of inept and neglectful devs.
PERIOD.
Competent and attentive devs release the burden of these things because they care that the user isn't burdened with bullshit they shouldn't need to understand.
>>
>>145493916
>>https://reddit.com/r/iamverysmart
>>
>>145494120
but does he have a wife and 2 children?
>>
>>145493916
>nah. convoluted and esoteric execution requirements are the result of inept and neglectful devs.
Except you're expecting a dev to make things work by not giving it all the information it needs, it's about as stupid as complaining about the fact that the emulator can't play games if you don't give it a rom, if you don't give your emulator proper track info it has a chance of not working properly.
>>
>>145494305
Doesn't matter, he's still a bitch
>>
>>145493857
Where did you need to move it?
>>
What are your favorite /emugen/ memes?
>>
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>>145494491
>>
>>145494405
my download put the binary file in another folder for some reason so i needed to move it to the same place as the cue sheet
>>
>>145494491
Red bricks
>>
Hey anons, quick question:

I was looking into playing SMT: Strange Journey and noticed that DS emulation is a thing and figured I'd see how it is.

How is DS emulation? I'm not worried about my computer specs, but how is emulation for that system in general? Should I just buy the game and play it on my 3DS?
>>
>>145492847
Doesn't matter, it automatically searches the directory for a .cue with the same filename and loads it if there is one. If not it assumes it's a standard single track game.
>>
>>145494351
>proper track info -
why is this an issue? This is not a real issue.
PS1 images don't use some snowflake bullshit - They are converted easily into a single file for psp consumption, and every single fucking disc-based console has no issues with iso.
The cancerous preservation scene has made this an issue because bin/cue is convenient for burning cds and that is the ONLY reason. Fuck that. Nobody playing games is doing that now.
>>
>>145474495
JaySOOON!
>>
>>145494971
>why is this an issue? This is not a real issue.
Try to play Rayman or Tomb Raider without track information, and tell me how well it's going for you

>PS1 images don't use some snowflake bullshit - They are converted easily into a single file for psp consumption
I'm going to give you a very special newsflash. The EBOOT.pbp format that the PSP uses contains track information. Shocking, I know, but this is the world we live in

>and every single fucking disc-based console has no issues with iso.
Except for the Dreamcast. And the Saturn. And the PSX. And the PC-Engine. But whatever.

>The cancerous preservation scene has made this an issue because bin/cue is convenient for burning cds and that is the ONLY reason. Fuck that. Nobody playing games is doing that now.
.bin/.cue isn't convenient for burning CD's. ISO is convenient for burning CD's. Compressed .mds/.mdf is convenient for burning CD's. What point are you even trying to make anymore????
>>
>>145496652
>.bin/cue isn't convenient for burning cds.
except it really is for ps1
>track information
this is not a limitation of iso.
you are an insufferable faggot for defending the bin/cue bullshit that plagues the system
fuck you.
>>
>>145494971
>They are converted easily into a single file for psp consumption
That's because a .pbp contains everything in one file including track infos that's why you can easily extract them to .bin/.cue unlike .iso, an, beetle has .pbp support anyways so if your autism precludes you from having dumps in several files you can always use that.

> and every single fucking disc-based console has no issues with iso.
Only the 6th gen console and above, everything else is either as picky as PS1 or way way worse.

>>145497125
>this is not a limitation of iso.
Then please do explain us why no one has managed to resolve the issues with .iso and PS1 emulation completely?
>>
>>145497652
>Only the 6th gen console and above
Not true.
>No one has managed to resolve the issues with .iso and ps1 emulation completely
you say this because every title hasn't been converted to iso?
I have tons of ps1 isos and they work fine.
>>
>>145498913
>Not true.
>no example

>>145498913
>you say this because every title hasn't been converted to iso?
You say that like nobody ever had proiblems with PS1 emulation due to bad disc images.

>I have tons of ps1 isos and they work fine.
Any single track game will work fine for obvious reasons so that's more than half the library out of the way, so yeah plenty of games work fine with .iso doesn't mean everything does.
>>
>>145498913
>I have tons of ps1 isos and they work fine.
Please, convert Rayman, Tomb Raider, or Pepsiman to an ISO and tell me exactly how well they're running
>>
i think this has become about the ISO format
It's not really about that, though iso can handle multitrack images. It has been done. I don't know the specific difficulties in converting multitrack ps1 disc images to this format are, but nevertheless
it's about having a single container for a disc image. The current paradigm is absolutely ridiculous. Even a close-sourced proprietary format is more desirable
>>
I bet you chucklefucks advocating for the usage of .ISO's for PSX dumps also advocated headerless NES ROMs
>>
>>145500498

>Even a close-sourced proprietary format is more desirable

You dumb motherfuckers never learn, do you? Goddamn young people are stupid. It's like you learn _nothing_ from previous generations.
>>
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>>145500498
>The current paradigm is absolutely ridiculous.
Not really, if you really care that much about not wanting to scroll through files, you can throw everything in a folder and use an .m3u file. As a bonus, multi-disc games get loaded through 1 file too.
>>
>>145500645

Genuine question: why do NES ROMs require a header? Do SNES ROMs? What was byuu's stance on this shit?
>>
>>145500645
No, isofriends and headerfags are generally one in the same. I know because I am both ;)
>>
>>145501026
Mappers. There's a bunch of them, and every game uses one.
>>
>>145500498
Then why not just use .pbp, the conversion process is easy enough and it does not have any drawback if it's supported properly, I'm not sure but I think it even support having multi CD games in one file.

Or what >>145500971 says.

>>145501026
Because the header has mapper information and that's not something you can do without, SNES doesn't really because that info is only really useful for cart copying
>>
>>145501026
NES ROMs require headers because they have mapper information, kinda like how PSX games require .cue sheets because they have track data. It's not an objective stance. They are REQUIRED. Even before Nintendo bent and started using iNES headers, they had to do obscure, roundabout ways to emulate their NES games.

SNES ROM's do not require headers. A SNES header is just a little bit of text added to the front of a ROM that says it was coppied by some shitty Chinese ROM dumper. They are not required. That is it. The end.

byuu's stance? He fucking hates SNES headers and wants them completely removed from existence. He also advocates for iNES headers.
>>
>>145501026
>>145501113

Mappers come with the game right? Why not package the mappers with the roms?
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