Joined February 2015
ReC98 will end after the next delivery. I don't have it in me to compete with vibecoders, especially when y'all cheer them on for instantly delivering what you've wanted all along. And if you aren't cheering yet, you soon will; they're only getting better and more numerous.
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github.com/nmlgc/rec98.nmlgc… [💰] Confirm T0440 A final €400 from Ember2528 for the announced and AI-unrelated farewell gift: Kioh Gyoku SC-88Pro BGM packs, releasing my loop builder, and better loop detection to support a mystery goal. Thank you for all the years of support. 🙏
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Second round of refunds has also been sent out.
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On October 5, 2019, I launched the ReC98 crowdfunding website. Today, 7 years later, there really is no more incredible journey to be had. So here's is my final feature and retirement announcement. No matter how this is received, I have already won. 😮‍💨 rec98.nmlgc.net/blog/2026-10…
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Funded by Ember2528, [Anonymous], Root, WishMakers, and Arandui. May the wrong bridges stay in flames forever.
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You could use this code to procedurally generate optimal Shuusou Gyoku runs from your favorite programming language via old-school machine learning or something. In reality, nobody cares, and you'll all just be here for one thing. >18,700 words coming to you in a few hours.
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Finished the retirement part of the next blog post. >7,700 words with the full timeline, nuance, and plenty of burned bridges that hopefully close off any way back into this hellhole I should have left in 2011. The vibecoders will soon appear like the sanest actors in the room.
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Now, back to the QA work that was unfortunately interrupted 6 weeks ago…
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OK, received tons of words, but zero serious offers to continue working in this scene in any capacity, matching the trend started in April. Hence, this business model has run its course, I made the right call, and the decision is final. First round of refunds has been sent out.
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(Second round merely consists of the contributions that could still go into the final 6-push delivery, and will be sent out once that one goes live.) Please respect your and my time and refrain from any further attempts at persuading me. Thank you.
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Next release, then PC-98 text RAM JIS trail word rendering (it's been in my drafts for almost 5 years), and then it's over. All other pending contributions will be refunded.
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Many thanks to this month's subscribers! RL consumed lots of time this month. Regaining focus has been tough with the final steps being as difficult as ever. Wondering how ReC98 can possibly survive after all the forks (many of them vibe-coded) I've seen in this month alone.
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140-175 ms for simulating the full 7 minutes of Shuusou Gyoku's Extra Stage on the command line. On an 8-year-old Core i5. Single-threaded. With MSVC's horrid codegen and several untapped optimization opportunities. And that's the heaviest case. Regular stages are much faster.
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Of course, this also means instant detection of desyncs. (Though only via a Game Over occurring before the game processed all inputs, since that's all data we have in the old format. The new one will record more events that could pinpoint the cause of a desync more closely.)
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Finally, Shuusou Gyoku's game logic, isolated in a reusable, freestanding DLL. No global state. No Win32 API dependencies besides GetProcessHeap(), HeapAlloc(), and HeapFree(). No instructions newer than i586. Still simulates blazingly fast. (Have fun guessing how fast exactly!)
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ReC98 retweeted
(Yes, I've heard the news and will go right back to work! Just let me finish this really cool thing for Shuusou Gyoku I've been working on for the past few months, and then I'm going to spend an extended amount of time with the main business. OK?)
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sizeof(C_SSG) is 403,280 bytes on 32-bit systems, and 405,664 bytes on 64-bit systems.
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(Yes, I've heard the news and will go right back to work! Just let me finish this really cool thing for Shuusou Gyoku I've been working on for the past few months, and then I'm going to spend an extended amount of time with the main business. OK?)
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Many thanks to this month's subscribers! The splitting process has escalated to not only cover Shuusou Gyoku's logic, but also my SDL-based engine, laying the groundwork for future modern-system builds. Only missing the CLI now, and of course the blog post. Mid-June, maybe?
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