u/Dimensional-Misfit

RG40XX H stuck on Knulli boot screen (Firefly logo) forever. Any fix?

Hey guys. I need some help with my Anbernic RG40XX H. It was working fine but now every time I turn it on, it just gets stuck on the Knulli Firefly boot screen with the green bug logo. It stays there on an eternal loading loop and never reaches the main menu. I already tried turning it off and on multiple times, forcing a shutdown, and even reseating the SD card, but nothing changes. It always boots straight into that same screen and freezes there. Has anyone dealt with this specific issue on this device? I'm not sure if the firmware got corrupted out of nowhere or if it's a known bug with this Knulli version. Any advice on how to unbrick it or fix the boot loop would be amazing. Thanks in advance!

In theory I have a good SD card

Update: Hey everyone, quick update on this. After forcing a bunch of power cycles, the console finally skipped that screen and showed a message about resharing or resizing partitions. It seems to be booting fine now, but I'm still a bit paranoid. Should I worry about the SD card failing, or is this just a normal Knulli thing when it does background system checks after a bad shutdown?

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u/Dimensional-Misfit — 2 days ago

Web dev looking to build a zero-objective 90s liminal game. What software/engine should I actually use?

Hey everyone. I'm a long-time web developer looking to branch out into 3D gamedev for a very specific passion project. I want to build a pure, zero-objective walking sim focused entirely on 90s liminal spaces (think endless empty offices, abandoned malls, that creepy PS1 vibe). No combat, no puzzles, just walking and soaking in the atmosphere. Since I already know how to code but have absolutely zero experience with 3D math, modeling, or game architecture, I'm trying to find the right tool for the job. What engine or software would you recommend for someone with my background? I want something that makes blocking out basic 3D corridors and getting that crunchy, low-res retro look as painless as possible. Is there a specific pipeline I should learn, or a certain engine that handles retro 3D visuals out of the gate without a massive learning curve? Open to any suggestions on tools, assets, or workflows to get this off the ground. Cheers!

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u/Dimensional-Misfit — 5 days ago

Web dev trying to turn our favorite aesthetic into a zero-objective walking sim. What triggers the vibe for you in 3D?

Hey everyone, I spend way too much time lurking here and appreciating the vibe. I'm a web developer by trade, but I finally decided to bite the bullet and try to build a game based entirely on this aesthetic. The idea is a completely empty, zero-objective 3D walking simulator using that crunchy, low-res 90s PC style. Just pure exploration. I want to wander through endless office floors and abandoned indoor pools without any monsters or cheap jump scares. I'm planning to use Godot to bring it to life because the node structure feels somewhat familiar to my web background, but I want to focus heavily on the environmental design. Since you guys are the true experts on what makes a space feel genuinely off-kilter, nostalgic, and lonely, I’d love to get your input on the atmosphere. When you are playing an atmosphere-driven game, what specific environmental details trigger that liminal feeling the most? I'm talking about the architectural uncanny valley, like weirdly placed fluorescent lights or a massive room with absolutely no furniture. I really want to capture that specific brand of heavy silence and nostalgia before I start blocking out my first maps. Any design advice or specific reference pictures you love would be massive.

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u/Dimensional-Misfit — 5 days ago

Web dev trying to nail that crunchy PS1 liminal vibe in Godot. Any workflow tips?

Hey everyone, absolutely love the art style in this sub. I’m a long-time web developer looking to finally dive into gamedev for a simple passion project. I want to build a zero-objective, zero-combat walking sim focused entirely on exploring empty, unsettling 90s liminal spaces. Since I’ve got a solid coding background, I’m leaning heavily towards Godot for this. However, I’m completely green when it comes to 3D pipelines. I really want to nail that authentic PS1 look, specifically the unfiltered pixelated textures, vertex jitter, and affine texture warping that makes everything feel so beautifully unstable. How painful is it to configure these retro shaders and rendering settings in Godot compared to something like Unity? I’m looking for a smooth workflow between modeling basic geometry and getting that nostalgic crunch directly in the engine. If you guys know of any essential addons, shader templates, or pitfalls to watch out for when chasing this aesthetic as a total beginner, I’m all ears. Thanks!

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u/Dimensional-Misfit — 5 days ago
▲ 13 r/godot

90s liminal walking sim. Is Godot as friendly as it looks?

Hey everyone, long-time web developer here, so I’m comfortable with code but completely green when it comes to gamedev. I’ve got this huge itch to build a really simple passion project: a 3D liminal exploration game. No objectives, no enemies, no UI. Just walking around empty, unsettling 90s-style spaces like abandoned malls or endless office floors. I’ve been leaning towards Godot because the node hierarchy reminds me a bit of the DOM, and GDScript looks super clean. Since I only need basic first-person movement, collision, and some retro post-processing, how rough is the learning curve going to be for someone with my background? I'm mostly worried about shifting my mindset from web to a 3D environment and setting up that crunchy, low-res PS1 aesthetic. Would love to get some honest thoughts on whether Godot is the right call for this, or if I should look out for any specific pitfalls early on. Cheers!

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u/Dimensional-Misfit — 5 days ago

Upgrading from v41 to v43: Will I lose PS1/Wii U saves and N64 GameShark cheats?

Hi everyone. I am currently running Batocera v41 and thinking about making the jump to v43. My biggest worry is losing my progress. Will this system update wipe my PS1 and Wii U (mostly Zelda) save files? I am also concerned about my N64 GameShark cheats. Will those files be deleted or overwritten during the process? Any advice on the exact folders I should back up before pulling the trigger would be really appreciated.

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u/Dimensional-Misfit — 10 days ago
▲ 3 r/batocera+1 crossposts

Wondering if anyone has dealt with this because it's triggering my OCD hard XD.

I messed up by manually deleting the save state thumbnail files for PSX (using SwanStation to stick with libretro, gotta love that RetroArch UI). The thing is the system is totally confused now. Overwriting an old save just keeps showing the frozen picture from before. Saving on a fresh slot doesn't even generate an image.

It's happening with SwanStation but I imagine it's a general libretro glitch. Does anyone know how to force the UI to flush the cache and take screenshots normally again? Thanks!

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u/Dimensional-Misfit — 14 days ago

Hey everyone, I’ve managed to create a bit of a nightmare scenario with my Batocera setup and I really need some advice from anyone who understands how Libretro handles save state thumbnails. I thought I was being smart by setting up Syncthing to keep my saves synchronized between my console and my Android phone, but I didn't realize how dangerous a bidirectional sync can be when you're not paying attention. Everything was fine until I noticed my phone's storage was filling up with thousands of save state screenshots, so I did what felt natural at the time and deleted them all from my mobile gallery to save space. The problem is that Syncthing did exactly what it was told to do and mirrored those deletions back to my Batocera drive immediately. Now, I've ended up with a situation where my save states still exist, but their corresponding image files are gone. The weirdest part is that even when I try to save a new state now, the emulator just refuses to generate a new thumbnail. I just get that generic gray box instead of a screenshot of the game. It’s like the system is confused because the metadata or the file structure for those slots got messed up when I deleted the files externally. In a moment of frustration and panic, I actually uninstalled Syncthing and wiped the sync folders on my phone, though I’m fairly certain the actual save files are still safe on my console since I cut the connection before doing any more damage. I’m just totally stuck on how to force Batocera or the SwanStation core to start seeing those slots as fresh again so it can generate thumbnails. If anyone knows if there's a specific cache folder I should be looking for or a way to reset this without losing my actual save progress, I'd really appreciate the help because playing without those visual cues makes managing multiple saves a total guessing game.

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u/Dimensional-Misfit — 26 days ago