Helder Silva

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Helder Silva

Helder Silva

@AngryHelder

Electronics Design Hobbyist Who Enjoys Retro Consoles and Games.

Arkansas USA Beigetreten Mayıs 2015
149 Folgt1.5K Follower
Helder Silva retweetet
Maya🦭🏳️‍⚧️
Maya🦭🏳️‍⚧️@BurgerLesbian·
A playable build of "EarthBound 64" has been found inside a dorm at Utah Valley University in Orem, Utah. It appears to be the SpaceWorld 1999 Demo, or a slightly earlier build. The game ends after Chapter 1. (via @nintendolife)
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Techjunkie Aman
Techjunkie Aman@Techjunkie_Aman·
Minerva just dropped its full archive. 385TB. And it’s all distributed via torrents. • No direct downloads • No central server • Fully community-powered • Structured like Myrient (easy navigation) • Built-in search to find files fast • Download full archive or specific sections They learned from Myrient. Now: • Data is mirrored across seeders • Load is shared globally • No single point of failure This is preservation… designed to survive. Note: Don’t ask me for links as torrent access can be illegal in some regions. Are you joining the swarm?
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Stormslayer -HD Remasters/Gamedev
The Dolphin emulator can now emulate the Gameboy player which allowed you to play Gameboy Color, and GBA games directly on your TV from the gamecube console. They put an emulator in your emulator, this is not a joke. 😆
Senhor Linguica Pro@SrLinguicaVIVE

ALERTA, NÃO É PEGADINHA! Dolphin Emulator agora consegue executar o Game Boy Player! Esse é um acessório lançado em 2003 para o Nintendo GameCube, que permite jogar Game Boy, Game Boy Color e Game Boy Advance diretamente na TV, usando o GameCube como console.👏👏👏

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Oliver Prompts
Oliver Prompts@oliviscusAI·
You can now run a full Linux operating system inside a 6mb PDF. Someone embedded a RISC-V emulator inside a standard document. You don't need a virtual machine, just a PDF reader. → Runs interactively inside the file. → Powered by a tiny RISC-V emulator. → The entire OS fits in just 6MB.
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infidelity
infidelity@infidelity_nes·
I've gotten the "pointless/waste/underwhelming/etc" comments, with my NES to SNES ports over the past 5 years. Do whatever makes you happy, brings you joy. You can't please everyone, not everyone will see eye to eye with you, with anything you do in life. If people like the work you do, that's great, if not, well, that's fine too. I'm a family man as well, and my kids have played every single port, and play them over their original NES versions, heh.
Falco Girgis@falco_girgis

Someone said that our Sega Dreamcast ports were a pointless waste of time today and that nobody will play them… Meet my son, who was the first kid to ever play Mario 64, Doom 64, Mario Kart 64, Starfox 64, Sonic Mania, Grand Theft Auto 3 and Vice City, and now The Legend of Zelda: Ocarina of Time—some of my all-time favorite games from childhood—on my favorite console, the Sega Dreamcast, for his first play-throughs… and his little sister plays with us as well. Despite the fact that we actually do have a thriving homebrew scene of people playing and supporting us, I could not give less of a shit if anyone else plays them or appreciates the work… This is all the validation I need.

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Falco Girgis
Falco Girgis@falco_girgis·
ALRIGHTY FOLKS TIME FOR A HUGE ANNOUNCEMENT.... thanks to the hard work of @darcag3nt, the Nintendo Gamecube will soon be joining the Sega Dreamcast within the KallistiOS ecosystem! This means that we will soon be able to easily share code between the Dreamcast and Gamecube and target both with these homebrew games, ports, and apps you've been seeing that have been written using our KOS SDK! As a KOS contributor and developer, I have done my part to welcome the Gamecube into the fold by introducing a new back-end into my SH4ZAM fast-math and linear algebra library, which was originally only intended to target the Sega Dreamcast's SH4 CPU. SH4ZAM now supports a vanilla C-based software back-end, which allows you to write code that very efficiently targets the Dreamcast but also compiles and runs natively on literally anything with a C compiler and FPU. What you're seeing here is our Sega Dreamcast port of Super Mario 64 re-targeted to the Nintendo Gamecube, using KOS, a modified GLdc to target the GC's flipper GPU, and the same SH4ZAM library that accelerates the math in these ports, except using the new SW back-end! We've already done quite a bit of preliminary research into providing a dedicated, hand-optimized PPC-specific, accelerated SH4ZAM back-end to allow developers to fully utilize the GC's Gekko CPU as efficiently as SH4ZAM allows them to utilize the DC's SH4 CPU... and I'm convinced that the two CPUs have so much architecturally in common, especially in the area of FPU math, that SH4ZAM will work just as well for Gekko as it does for the SH4! For more information on the KallistiOS Gamecube back-end, infrastructure, and upcoming Mario 64 (and eventually GTA3/VC GC ports), follow @darcag3nt! If you're interested in checking out SH4ZAM, the source code is here: github.com/gyrovorbis/sh4…
Eric Fradella@darcag3nt

This is Super Mario 64 for Nintendo GameCube, a very rough port that barely took an afternoon. How? Leveraging the Sega Dreamcast ecosystem. Last year I started porting the Dreamcast's homebrew SDK, KallistiOS, to the GameCube. It's now to the point where I can quite easily port DC software over. So I ported GLdc, the Dreamcast's OpenGL implementation. Then I worked with @falco_girgis to get a portable standard C backend incorporated into SH4ZAM, the Sega Dreamcast SH4 fast math library. Dreamcast's Super Mario 64 port is built upon KOS + GLdc+ SH4ZAM. Thus, with the pieces in place, it wasn't difficult to bring up Super Mario 64 on the GameCube. Sure, it needs some love and polish, but again, this was just an afternoon.

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ModzvilleUSA
ModzvilleUSA@modzvilleusa·
Ladies and gentlemen! The Modxo lights are finally here! I've been pulling 12 hour days with assembly testing / packaging. I'm hoping to have every order in the mail by Monday. Sorry it took way longer than expected guys and i appreciate your patience. 🙏
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innocuosmuffin
innocuosmuffin@innocuosmuffin·
Soon...
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Redherring32
Redherring32@redherring32·
Gate level PPU emulator in a NESRGB form factor by andkorzh. github.com/andkorzh/PPU-L… Due to being made via gate level silicon die reverse engineering, the accuracy is superior to the black box emulation of the NESRGB.
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Techjunkie Aman
Techjunkie Aman@Techjunkie_Aman·
The Myrient mirror is now 100% COMPLETE. Total archive size: 385TB. All downloads have been validated. Next stage: • Torrent generation • Public availability The website is now back online. Why this matters: Many gaming companies shut down the digital stores for older consoles. If you didn't already buy the games, there is no official way to download them anymore. ROM archives like this help preserve gaming history so new generations can experience the games we grew up with in the 90s.
Techjunkie Aman@Techjunkie_Aman

A 390 TB video game archive was about to disappear. The internet had other plans. When Myrient announced it would shut down due to rising server and RAM costs, the community launched the Minerva Archive project. Dozens of volunteers began mirroring the entire collection. ROMs ISOs prototypes BIOS files development builds Covering hundreds of systems from obscure platforms to major consoles. Every file was verified using hashes to ensure 1:1 preservation. Result: the archive reached **99.99%+ completion weeks before shutdown.** Retro gaming history saved.<

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Falco Girgis
Falco Girgis@falco_girgis·
It's finally time for the massive update I know EVERYONE has been eagerly waiting for... Presenting to you over 6 straight minutes of spliced footage directly captured from my actual physical Sega Dreamcast... RUNNING THE LATEST BUILD OF OUR SONIC MANIA PORT!!! I can't even begin to describe to you how polished and fantastic it's starting to feel... as though it belonged on the Dreamcast all-along... Thanks to the hard work of jnmartin, sonicfreak94, and a few others, not only is the Dreamcast port nearing completion, but... wait for it... THE 3D STAGES THAT STRUGGLED ON EVERY UNOFFICIAL PORT ARE NOW ALL RUNNING FULLSPEED!!!! Trust me when I say that this took an absolutely ENORMOUS amount of effort from jnmartin and the crew to pull off, considering the low-end for this game was the original Nintendo Switch, and ports running on consoles with twice our processing power struggled to run these levels fullspeed. The first and most obvious thing is that the 3D software renderer was ditched and all rendering was done natively with our PowerVR GPU... which actually wasn't as simple as it sounds. The tilemaps for these levels have had to be tessellated into a bajillion PVR quads and transformed and rendered as individual polygons to look correct and run faster than a slideshow. Mr anonymous Ocarina of Time chad developer came up with a pretty slick LoD scheme for drawing tiles closest to the player at 1x1 pixel sizes with sizes increasing with distance up to 2x2 and 4x4 pixels, allowing them to reduce the overall number of tile vertices that have to be transformed by the SH4 CPU and submitted to the PVR GPU, by strategically keeping the majority of the polygon detail closest to the camera, with detail decreasing as the tiles get further away. Next, the 3D geometry was preprocessed and converted from being triangle-based to being triangle-strip based, drastically reducing the number of vertices per model that our 200Mhz SH4 CPU had to transform (with plain integer arithmetic and no FPU vectorization, since this is all slow-ass fixed-point integer math)! Finally, it was discovered that the lighting was a disproportionately significant contributor to the TnL load on the SH4 for processing vertices. Jnmartin came to the realization that 99% of the time only the Y axis direction is considered for lighting equation intensity with just a white color. So this simplified lighting model got baked into the renderer, which gave another round of gainz. So in the end, after all of this work came together, a draw distance of 75% the distance of the retail Sonic Mania versions was achieved for the decorations, plus the character models have their full geometry count and have not been simplified on a freaking Sega Dreamcast with a 200Mhz SH4 CPU and only 16MB of RAM! 🔥
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吉野@連邦(renpou.com)
吉野@連邦(renpou.com)@yoshinokentarou·
大名作「Daytona USA」の複数筐体を使用したアトラクトモードが、遂にMAMEで再現できた模様。 この再現は「MASTER / SLAVEリンク」+「TWIN筐体同期」で、2〜8台の「Daytona USA」をリアルタイムでリンク可能としたらしいンだッッ!! ↓リプ欄にて詳細説明とURL
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Zophar
Zophar@TheRealZophar·
I recently sat down with the creator of the SNES port of Doom, and the Playstation emulator bleem! & bleemcast! This Friday the 13th at 7:00PM, rip and tear... into a 2+ hour interview with Randy Linden. Set your alarms! 👇
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