
Sosafire
833 posts


@TheAdmiester @arhumSearcher @emissaryfh2 Too good!
Your settings are:
•Height Multiplier: 0.6
•Distance Multiplier: 0.6
?
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It's unreal how much of a difference a chase cam makes to the general feel of a game.
Using a tool to adjust chase cam positions, and a RPCS3 patch to loosen the camera's attachment (both by @emissaryfh2), my opinion on Gran Turismo 5's handling is slowly shifting:
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@YTNaiAdventure @azookara Will there be a choice of color in transparent?
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@azookara At the end of the campaign, there will be a questionnaire asking which color the user wants.
Sao Paulo, Brazil 🇧🇷 English

Prototype 02 and Prototype 03 of the DreamColor Plus side by side!
The journey to the final version (the one you’ll receive) has been long, and seeing this evolution up close is surreal. Today we put prototypes 02 and 03 face to face, and the difference is absolutely massive.
Repositioned second analog stick, touch shoulder buttons, microphone support, built-in speaker, and much more responsive buttons. Every detail has been refined to deliver the best possible experience.
Now there’s not much time left: only 13 days until the campaign ends!
Get yours: catarse.me/dreamcolorplus…
#DreamColorPlus #Dreamcast #RetroGaming #Gaming #IndieDev #HardwareMod #ConsoleMod #RetroBrasil #Tech #Innovation #GameDev

Sao Paulo, Brazil 🇧🇷 English

@Kaz_Yamauchi @Kaz_Yamauchi You made me love cars so much in an even closer way at that time! Series cars just like racing cars and these fascinating championships, dtm, JTCC, lmc, lmp9, rally, F1, etc.. the jgtc (300/500) was and will remain one of the best disciplines of times.
Thank you 🫡
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@PixelCNinja Is this the Gamecube version you illustrate?
Still, the best version will remain that of the Xbox og, a video game showcase at its release.
A patch exists to remove most of the visual blur, (😮💨😄)
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@SuperSisi It reminds me of the ads in MetalGearSolid4, with the same atmosphere and technology.
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It’s not excessive as a hole, look at what we often do on the lower rear part for the DC or many other consoles having their hd mod! And yet I don’t play in rgb or vga but in hdmi despite sometimes multi outs like the HW2 mod of the N64 (other).
Yes the hole of the rgb little, I think it will be deleted if you no longer want this wiring and do not do no cut.
Otherwise the last alternative would be to have two consoles, 1 analog and 1 digital.
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@PejicPatrick @RobertDaleSmith It can definitely be done in a clean aesthetic way, but I prefer to preserve my retro electronics factory configuration and never do any mods that cannot be reversed. It’s def possible to route hdmi or rgb out of the side expansion door, but I’ll have to dedicate some time.
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@PixelCNinja @FpgaArcade As long as we have Model 3 perfect we will be satisfied!^^
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The next generation of #FPGAgaming is a step closer.
While projects like SuperSEGA and MARS have faded away, @FpgaArcade now appear to have a Replay2 (phat) prototype board in hand.
This could be the generational leap we’ve all been waiting for.



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@jormungandrizer @RobertDaleSmith After a clean hole is feasible especially if it is to put an hdmi in it! This will not stain the console.
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@PejicPatrick @RobertDaleSmith My 3DO FZ-1 is the Japanese model with factory 240P switch, it does not have the hole where the RF output should be so that install doesn’t work on mine without drilling a hole.
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@jormungandrizer @RobertDaleSmith You will even say that the modification of the regular hole (pixelFX) seems to be made basic during its design with the gap and the space that there is ^^
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@jormungandrizer @RobertDaleSmith In aesthetics nothing is modified or pierced, pixelFX, psu barrel, fankit and DiscDrive removed then front plated glued, Fixel with CartSD extension that I stuck between the metal plate and the plastic of the console!


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@ToddsNerdCave Surely, there is no wire extension already incorporated with this snes2neo? (Even short)
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@PejicPatrick But my OMVS is probably a bit different than yours. Yours looks to have super deep recessed controller ports, so I'm not sure.
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Surprise!
The SNES2Neo ultra low latency adapter is back in stock and has some improvements:
1. New injection molded DB15 connector
2. Lower price - now just $25!
Use cheap and plentiful #SNES controllers on your #NeoGeo
Bump, bump it up!
retrofrog.net/products/snes2…


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@ToddsNerdCave A person me
Said it didn’t fit... but if you tell me that it passes, I’ll take your opinion then to take one very soon!
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@PejicPatrick What do you mean it wouldn’t fit? I use it with my OMVS all the time.
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@ToddsNerdCave The place of the plug would be great if the shape would be and leave like a funnel.

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@PixelCNinja A perfect arcade version but with the console options for the Dreamcast would be wonderful!
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@Hypercycle4 I don’t think it’s just a vision of the AI but rather a finished work on your part ^^
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@YTNaiAdventure @TheDCJunkyard It’s not really a first-rate use that I would bring to do with his controller but it’s still a welcome.
Who plays emulators on his vmu pro?
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DreamColor Plus goes beyond, it can even emulate other consoles!
On top of everything we've already shown, there's still a lot more coming. In our latest live stream, we demonstrated the controller running Master System and Game Gear emulation, and even better, there's potential to expand support to more consoles in the future.
The goal is simple: deliver a complete product that isn’t limited to the Dreamcast, but stands strong on its own across multiple platforms.
The DreamColor Plus campaign is now live:
catarse.me/dreamcolorplus…
Link for our latest Live Streaming:
youtube.com/live/5ewIpfoR1…
#Dreamcast #DreamColorPlus #RetroGaming #Sega #GameDev #Homebrew #MasterSystem #GameGear #Emulation #IndieDev #Gaming #RetroTech #Controller #Tech

YouTube
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Re: Sonic the Hedgehog
Released to YouTube so you can see for yourself what it is all about!
Thank you for supporting this project, and I hope that we can bring you more content in the future!!!
youtube.com/watch?v=_-BDnN…

YouTube
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@Electrodaimaku @falco_girgis @kinsie @darcag3nt I thought with the mods added on the steam versions for example to make the game better, with in particular the best offered by the GC version and the DC version, it would be possible to put this more easily on the DC version.
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@PejicPatrick @falco_girgis @kinsie @darcag3nt To comercial games we need the source code, with out the source (or decomp) is impossible. KOS is for homebrew...
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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…
darcagent@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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