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Cake day: June 8th, 2023

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  • Mark Stevenson, lead artist of DK64, has already said in an interview with Nintendo Life that the use of the Expansion Pak to fix a bug was just a myth. This kind of bug did exist but was fully outside of the context of the Expanion Pak:

    That story has become more-or-less accepted fact, although Stevenson believes the truth is more complicated. “This one’s a myth. The decision to use the Expansion Pak happened a long time before the game shipped, in fact we were called in by management and told that we were going to use the Expansion Pak and that we needed to do find ways to do stuff in the game that justified its use and made it a selling point. I think the bug story somehow got amalgamated into the Expansion Pak use and became urban myth.”

    “There was a game-breaking bug right at the end of development that we were struggling with,” he clarifies, “but the Expansion Pak wasn’t introduced to deal with this and wasn’t the solution to the problem. My memory is that, like all consoles, the hardware is constantly revised over its lifetime to take advantage of ongoing improvements in technology and manufacture methods to essentially make the manufacture more cost effective and eventually profitable. I think there we’re something like 3 different revisions of the internal hardware by this point and the bug was unique to only one of these versions. We did eventually find it and fix it, but very late in the day.”

    Source: Nintendo Life - Feature: Donkey Kong 64 Devs On Bugs, Boxing And 20 Years Of The DK Rap

    Stevenson later in an Games Radar Interview explained that the Expansion Pak was used for having bigger maps as well as being able to do more advanced lightning techniques:

    Artist Mark Stevenson remembers it being beneficial in terms of standard things like level size in Donkey Kong 64, but there were also more creative uses. “One thing I remember that we did use it for was that we had a lot of dynamic lighting in there, which was hard to do and expensive,” he recalls. “One of the engineers wrote a system whereby you’d go into a cave area, and there’d be a swinging light - the first swing of that light, it’d record all of the colour changes on all of the vertices in that area, and then save it as data and just play it back as an animation rather than going on to calculate the lighting constantly. You’d get a little bit of slowdown when you went in, but after that, it was nice and smooth.”

    Source: Retro Gamer - How the N64 “confidently signposted our way into the 3D future”














  • That’s totally true, though, in this case with LEDs I feel like the rebound effect is less of a problem here. The LEDs are not only using less electricity, but they’re far brighter with addition to using less electricity for that brightness. It means that even if somebody decides to fill their room with 5 LED lamps with 806 lumens instead of 1 incandescent bulb, they’ll still waste less energy - in addition with 5 LED lamps of 806lm making your room look like the sun is shining inside.




  • What you could do is have one of the HAs install the custom integration remote-homeassistant. However, even then it would mean that you have to somehow make your instance available outside e.g. VPN, port forwarding, cloud service, …

    This one connects with the instance directly via a long-lived token and allows you to control and read date from the other instance. The good thing though: The configuration.yaml way allows you to specificially include or exclude entities. So with that you could technically only send the entities from slimmelezer+ without having to pass the other info.

    I would say the only caveat would be that because the long-lived token is somewhere on the other house’s instance, they could technically take it and send commands randomly to your instance :P Maybe with an extra user you could maybe limit the permissions or something similar and create the long-lived token there - haven’t tried it though, just a thought.