techmuse
@techmuse.bsky.social
He/Him - Will post whatever on my mind. Kinda a big nerd. Likes gaming, modding, tinkering, etc. Avid Nintendo and animation fan. Opinions: mine
Links: https://linktr.ee/techmuse8
Links: https://linktr.ee/techmuse8
Basically I just replaced the check for if the kettle is at 0 HP with my own that instead checks if the level is unlocked (screenshots 1 and 2), and I unlock the level by checking to see if a button has pressed to then set the necessary flags in the save (3rd screenshot)
October 12, 2025 at 6:08 AM
Basically I just replaced the check for if the kettle is at 0 HP with my own that instead checks if the level is unlocked (screenshots 1 and 2), and I unlock the level by checking to see if a button has pressed to then set the necessary flags in the save (3rd screenshot)
After an hour or so of writing headers (just enough so I could do this) later, I made a thing that allows you to unlock levels at whatever conditional you want, such as receiving item unlocks for a potential Splatoon Archipelago implementation! (more technical details down below)
October 12, 2025 at 6:08 AM
After an hour or so of writing headers (just enough so I could do this) later, I made a thing that allows you to unlock levels at whatever conditional you want, such as receiving item unlocks for a potential Splatoon Archipelago implementation! (more technical details down below)
Just got a rough prototype working for my message receiving system for my Splatoon 1 Archipelago mod that I've been working on this weekend, there's still a lot I have to do but it's nice to have a PoC, the messages are currently being sent over UDP but I'll have to switch to websockets soonish
October 5, 2025 at 6:05 PM
Just got a rough prototype working for my message receiving system for my Splatoon 1 Archipelago mod that I've been working on this weekend, there's still a lot I have to do but it's nice to have a PoC, the messages are currently being sent over UDP but I'll have to switch to websockets soonish
spent some time yesterday looking into Splatoon 1’s debug text drawing features that's apart of sead (essentially Nintendo’s implementation of the C++ STL) and now I can do this, this is nice for my Archipelago mod
October 3, 2025 at 7:31 PM
spent some time yesterday looking into Splatoon 1’s debug text drawing features that's apart of sead (essentially Nintendo’s implementation of the C++ STL) and now I can do this, this is nice for my Archipelago mod
oh man did it not disappoint, easily my favorite indie pilot of the year. I want to do a more in-depth review later on but for first impressions I'll say that the characters are really engaging, the art direction and animation is phenomenal, and in general I really enjoyed the mystery and horror
September 19, 2025 at 10:52 PM
oh man did it not disappoint, easily my favorite indie pilot of the year. I want to do a more in-depth review later on but for first impressions I'll say that the characters are really engaging, the art direction and animation is phenomenal, and in general I really enjoyed the mystery and horror
alright lets see how this goes
August 29, 2025 at 1:08 PM
alright lets see how this goes
Far Flung Flooders took me quite a bit just to figure out why the enemy with the key in the last section wasn't spawning, I just needed to make sure that the enemy with the key that's originally linked to a flooder so it can move with it is paired with a flooder or squee-g (yes that actually works)
August 21, 2025 at 5:35 PM
Far Flung Flooders took me quite a bit just to figure out why the enemy with the key in the last section wasn't spawning, I just needed to make sure that the enemy with the key that's originally linked to a flooder so it can move with it is paired with a flooder or squee-g (yes that actually works)
and just now I got around to fixing (hopefully) all of them
August 21, 2025 at 5:35 PM
and just now I got around to fixing (hopefully) all of them
summary of the above playthrough, it was fun, though I did run into these softlocks
August 21, 2025 at 5:35 PM
summary of the above playthrough, it was fun, though I did run into these softlocks
got around to implementing the logic so that these enemies wont appear in places where you have to kill all the enemies in order to progress, need to add a special case for Octostrikers still, also added in enemies I had missed the first time around like Octobombers
August 13, 2025 at 9:45 PM
got around to implementing the logic so that these enemies wont appear in places where you have to kill all the enemies in order to progress, need to add a special case for Octostrikers still, also added in enemies I had missed the first time around like Octobombers
Here's the first prototype of my enemy randomizer, gonna have to implement some logic so that you won't get a squee-g in sections where you have to defeat all the enemies to progress or just cut them, it's also funny seeing how the octostrikers work outside of their own stages which I'll deal with
August 10, 2025 at 5:13 PM
Here's the first prototype of my enemy randomizer, gonna have to implement some logic so that you won't get a squee-g in sections where you have to defeat all the enemies to progress or just cut them, it's also funny seeing how the octostrikers work outside of their own stages which I'll deal with
As of about 2 hours ago, the first public beta of my Splatoon 1 randomizer mod is now out! (Overview video can be found in the replies, which has a download link to the randomizer if you wish to try it for yourself!) #splatoon #splatoonmods #splatoon1
August 9, 2025 at 11:56 PM
As of about 2 hours ago, the first public beta of my Splatoon 1 randomizer mod is now out! (Overview video can be found in the replies, which has a download link to the randomizer if you wish to try it for yourself!) #splatoon #splatoonmods #splatoon1
Yesterday I largely worked on documentation on the GitHub wiki for my project, primarily guides on how to apply the randomizer onto the game on both real hardware and Cemu, check here for said guides: github.com/techmuse8/Oc...
August 8, 2025 at 11:33 AM
Yesterday I largely worked on documentation on the GitHub wiki for my project, primarily guides on how to apply the randomizer onto the game on both real hardware and Cemu, check here for said guides: github.com/techmuse8/Oc...
From a few days ago but it's nice to see my custom code for the weapon randomizer working on console after some messing around to get it to properly load
August 8, 2025 at 10:42 AM
From a few days ago but it's nice to see my custom code for the weapon randomizer working on console after some messing around to get it to properly load
just got peak from nintendo ny about an hour ago, also picked up fast fusion alongside it
August 3, 2025 at 12:25 AM
just got peak from nintendo ny about an hour ago, also picked up fast fusion alongside it
Got it working so that it includes the hero shot as well, and at the proper level (no roller in this clip because I messed up something, but now that’s fixed)
August 2, 2025 at 5:43 PM
Got it working so that it includes the hero shot as well, and at the proper level (no roller in this clip because I messed up something, but now that’s fixed)
Got a weapon randomizer that picks a random weapon every time you load into a stage or go into the world map, not gonna include it into the first beta release yet though (video is like this due to my scuffed setup as i'm playing on my laptop)
July 31, 2025 at 4:47 PM
Got a weapon randomizer that picks a random weapon every time you load into a stage or go into the world map, not gonna include it into the first beta release yet though (video is like this due to my scuffed setup as i'm playing on my laptop)
I even made a little overview video to go alongside the release, won’t be able to show it for a while cause I’m currently on a roadtrip for a few hours then I have to finish up some other stuff for the release before I can post the trailer
July 27, 2025 at 7:48 PM
I even made a little overview video to go alongside the release, won’t be able to show it for a while cause I’m currently on a roadtrip for a few hours then I have to finish up some other stuff for the release before I can post the trailer
For fun more than anything I did some custom tutorial text, images and a title screen edit with a logo I made, I probably might end up changing the logo at some point depending on how I feel
July 26, 2025 at 11:47 PM
For fun more than anything I did some custom tutorial text, images and a title screen edit with a logo I made, I probably might end up changing the logo at some point depending on how I feel
For something I can post while not at my PC a few days ago I made a patch that changes the weapon loaded into Octo Valley with after about a half hour or so of breakpointing in Cemu when the weapon address is written to and looking at the registers for the weapon ID, see alt text for info
July 26, 2025 at 11:43 PM
For something I can post while not at my PC a few days ago I made a patch that changes the weapon loaded into Octo Valley with after about a half hour or so of breakpointing in Cemu when the weapon address is written to and looking at the registers for the weapon ID, see alt text for info
Finally got around to adding in multiplayer ink colors, still need to work on the multiplayer and mission color combination mixing though and that's essentially done for this feature
July 25, 2025 at 8:26 AM
Finally got around to adding in multiplayer ink colors, still need to work on the multiplayer and mission color combination mixing though and that's essentially done for this feature
Finally got around to writing code that properly updates the stage icons to be the new randomized ones, I spent the past hourish doing so after putting it off for so long (if you're wondering about how I have the hero charger in octo valley I'll get around to talking about that later)
July 24, 2025 at 1:36 AM
Finally got around to writing code that properly updates the stage icons to be the new randomized ones, I spent the past hourish doing so after putting it off for so long (if you're wondering about how I have the hero charger in octo valley I'll get around to talking about that later)
Yesterday I beat #FreedomPlanet 1 again to celebrate its 11th anniversary, but on hard mode as a twist for the first time! It was definitely an experience; overall it wasn't too bad save for the last 3 bosses which were a noticeable difficulty spike, especially the final Serpentine fight 1/3
July 23, 2025 at 12:56 AM
Yesterday I beat #FreedomPlanet 1 again to celebrate its 11th anniversary, but on hard mode as a twist for the first time! It was definitely an experience; overall it wasn't too bad save for the last 3 bosses which were a noticeable difficulty spike, especially the final Serpentine fight 1/3
For fun last night I decided to make these logos of my username in the #StevenUniverse logo style! I'm pretty happy with the way these turned out and honestly it's a fairly simple style to replicate all things considering (more details in the description)
July 20, 2025 at 3:26 PM
For fun last night I decided to make these logos of my username in the #StevenUniverse logo style! I'm pretty happy with the way these turned out and honestly it's a fairly simple style to replicate all things considering (more details in the description)
started working on the GUI for the thing about a few days ago using PyQt5, I'm still getting the hang of Qt as you could probably tell; I even started to implement partial menu functionality earlier today like the file dialog for selecting the game path, seed generation, and the randomize button
July 19, 2025 at 4:23 AM
started working on the GUI for the thing about a few days ago using PyQt5, I'm still getting the hang of Qt as you could probably tell; I even started to implement partial menu functionality earlier today like the file dialog for selecting the game path, seed generation, and the randomize button