And if you're a stickler for pissing Nintendo off in very specific ways, LayeredFS + Atmosphere opens up some modding opportunities right on the console itself. Not sure how easy it would be to pull something like this off though...
It's not so much a condemnation of HN, but the way IP is in the US. The only website I want hosting my comments on Nintendo modding is my own.
That modder who had to pay 2M sold drm circumvention kits for the Switch. That's a pretty clear case.
You pretending that saying "emulator" on a forum qualifies just makes you a extra special snowflake.
Also fairly common on Reddit and Discord for communities to ban discussions of them, or even falsely claim they're blanket illegal outright.
While it's impossible for game developers to write code to cover every situation, AI could make general reactions possible.
It's surprising that really simple things like this haven't been tried yet (AFAIK!). Like, even if it's just the dialogue, it can still go a long way.
Old text adventures honestly did this heaps better than modern games do, but the reality is there was a more finite action space for them and it wasn't surprising when something wasn't catered for.
I’m only aware of experimentation in making more “difficult” NPC AI which was found less enjoyable for obvious reasons, so would be interested to see why similar but different attempts down another path also failed.
I would love to see a Zelda game implement LLM dialogue for random inconsequential dialogue or relating dialogue to the game context.
Depending on how well we assume an LLM would do at this task, it’s an interesting way to see what “real people” would think about a very hypothetical situation.
I wouldn't ever want a game to use it for the core story writing, because it's pretty important that it is consistent and unable to be derailed. But for less serious NPC interactions or like an RPG scenario it is such a great fit.
I also wouldn't want a single player game to rely on remote inference, because that will get turned off eventually and then your game doesn't work.
https://www.youtube.com/watch?v=TpYVyJBmH0g&ab_channel=DougD...
But also, why couldn't you look at the code to find the addresses used for dialogue? If it's already disassembled I would think you could just look at the addresses used by the relevant functions/set a breakpoint etc.,?
Thankfully, a lot of old games love to use global variables because you can't run out of stack space or allocatable memory. Modern games shy away from that because even the tiniest consoles these days come with gigabytes worth of RAM, even a memory leak has to be a gigantic firehose to bring the system to a halt.
Here's the big one that made the rounds in Feb/2021:
OpenAI GPT-3 Powered NPCs: A Must-Watch Glimpse Of The Future (Modbox)
In fact, Nintendo did release an official add-on called the Broadband Adapter, which plugged into the bottom expansion port and provided an Ethernet jack. Only a handful of games supported it, one was Phantasy Star Online. I also used it to stream games/roms from a PC. This worked by exploiting a memory vulnerability in Phantasy Star Online to load arbitrary code over the network, though with slower load times compared to running from disc.
sardonyx001•2h ago
Master_Odin•58m ago