vinnymac

joined 2 years ago
[–] vinnymac 2 points 11 hours ago

I’d love to know if anyone got this working. Cause I recently discovered that controllers work with these mobile games very well. Infinitely better than the PC ports for some reason. I’m surprised they didn’t advertise this as a feature.

[–] vinnymac 12 points 11 hours ago

I have a Tesla (2017). Had no idea who this guy was at the time, I just liked the idea of an electric vehicle, and buying into a future without ICE. Cars been great, company not so much.

Musk can go to hell though that’s for sure

[–] vinnymac 1 points 22 hours ago* (last edited 22 hours ago)

If you want to use WOL you’ll need an adapter/dock with an Ethernet port.

Then use nmcli (network manager cli) to accept magic wake-up packets: nmcli c modify "Wired connection 1" 802-3-ethernet.wake-on-lan magic

See more info here: https://wiki.archlinux.org/title/Wake-on-LAN

Then you just send a magic packet using your Steam Decks MAC whenever you want it to wake up.

Note: if you own an OLED Steam Deck technically you can just do this over Bluetooth with a controller instead, because of the hardware update.

[–] vinnymac 1 points 1 day ago (2 children)

You can already wake the device up over LAN, USB, or Bluetooth. You could even have a separate device such as a PC or phone that sends the wake up signal to the steam deck if you wanted. I have other devices that work this way in my home already.

It’d be preferable to manage this all on device of course, but I assure you this is solvable where existing Steam Decks already reside, without needing to fix any low level firmwares.

[–] vinnymac 12 points 2 days ago (4 children)

It’d be nice if it could wake itself up, and then begin to update games while idle. When done it could just go back to sleep again if it’s still idle after some time passes.

Even better would be settings to choose auto updates from discover, the client, and any proton changes.

Surprised they don’t have anything like this after years, it’s not a particularly complex problem to solve. All of the update logic for the games already exists, it’s literally just managing the wake/sleep events that they’d need to program.

[–] vinnymac 1 points 2 days ago* (last edited 2 days ago)

Yea it can be read, but it’s generally considered open source when it is both readable and modifiable, and this is not. In a commercial setting this would need a license approved by OSI as well.

Code that can be read but not used for much isn’t in the spirit of open source. It reminds me of a rich kid who gets yet another new toy and wants everyone to see what they have for attention but won’t let them touch it. We should call this something else entirely, perhaps readable source.

[–] vinnymac 1 points 2 days ago* (last edited 2 days ago)

I wasn’t asking genuinely about the people already here, we are here because we were willing to go through the red tape. The thought experiment was meant to highlight that we are the exception, most people would push.

[–] vinnymac 8 points 3 days ago (2 children)

Not sure what your definition of proper is, but the license is restrictive and wouldn’t be described as free nor open.

[–] vinnymac 1 points 3 days ago (2 children)

You’re presented with two doors. One has red tape on it, the other says push. Which do you attempt to enter?

[–] vinnymac 11 points 4 days ago

The Venn diagram of people who know what these games are, and also are willing to play them on a mobile device is extremely niche.

[–] vinnymac 10 points 6 days ago (2 children)

The high seas are calling for those who are patient

10
submitted 2 months ago* (last edited 2 months ago) by vinnymac to c/retrogaming
 

I recently was gifted a Retroid 5 pocket. It’s been quite impressive so far. But I can’t for the life of me figure out how to get the controller working on Splinter Cell 1 via Winlator.

The game runs great, and looks so much better than the PS2 or Gamecube versions of the game. I own the GoG version, so I am not sure if this is an issue. But am wondering if anyone else has gotten the Retroid controls working with SC1 before.

I am running:

  • Winlator v9.0
  • Splinter Cell 1 (v1.3) from GoG

I can see my controller working just fine under the Game controller program, both for Dinput and Xinput. But for whatever reason every single controller fix I use with Splinter Cell triggers a Game fault protection error. If I try to setup a profile in Winlator to control the game, I can get some of the buttons to work, but the dpad and control sticks don’t appear to be able to move Sam or the camera.

I’ve seen some people mention Input Bridge or Antimicrox as a solution, but I’m hoping there is a low effort solution to this. If anyone has any recommendations for how to proceed I am all ears.

Thanks, and if this is better posted somewhere else just let me know

 

Mr. Bidet Spray or some shit like that.

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