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tomyws

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I'm interested to know how others feel about browsing through random issues on some open-source project like this out of boredom. As someone who struggles finding the time to commit to entire features in my spare time, knowing there are lurkers who could piece together a PR from commits to abandoned forks or getting intouch with developers on discord (for example) is quite inspiring!

Familiarity with hardware would be a good starting point - the author explained how he can made use the three tables used by the PPU to pick out objects and textures. There is a lot of information about the NES online which would be useful references.

Then a good set of debugging tools, which is possible for NES games as there are many different emulators written in all sorts of languages which would make for a good learning resource.

To get more involved, investate open-source emulation projects - building them yourself. Then get more involved - try to fix an open issue - which will help you get familiar with the project. Read up on reverse engineering and ask questions!

I only recently discovered the local "current repository" configuration option, but I still need to verify which identity I'm using before a commit.

It makes sense not to set the global config at all if you're paranoid. This ensures you have to setup the user.name and user.email locally.

My first instinct was to check the predictable URLs for future images and ruin the surprise... luckily they have that covered!

It wasn't clear to me either. Unfortunately, the extension seems to have a dependency on the Android NDK which I don't plan to install:

  Today we do have a dependency on the Android Tools for Visual Studio

I find it strange that something akin to markdown-style syntax sugar is more user-friendly than a visual designer. Do the tools for developing a UI for iOS this way not include a WYSIWYG editor to set things such as contraints?

Well the demonstration uses Skyrim[1] to live-edit the character model which goes beyond the capabilities of a generic mod. Character customizations are also usually premium feature with free-to-play games.

Also, the technical overview describes that the rendering calls are intercepted by matching the "vert/prim count"[2] which is an interesting approach.

[1] https://www.youtube.com/watch?v=HDAN63VyJSY

[2] https://github.com/jmquigs/ModelMod/tree/master/Docs/devguid...

I completely agree with you here. It's also quite good to practice optimizing or iterating over your implementation of something mentally before commit to typing it out, certainly before repeatly running your changes until it just works.

This is fascinating!

Practical reuse of assembly is resourceful and this approach to portability quite cool (take a look at this non-portable approach to fixing up and executing an assembly dump[1]).

I wonder if the future of video game console emulation lies in recompilation, perhaps to an intermediate representation format for LLVM (similar to Dagger[2]).

[1] http://aluigi.altervista.org/mytoolz.htm#dump2func [2] http://dagger.repzret.org/