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Skylar

@Wigort15

Artist/Animator • She/Her • Music & Movie collector • Alisa/Aoi/Makoto/G&W main • Art Acc- @tengokuray • It's an orangy sky

Arizona, USA Katılım Ocak 2015
846 Takip Edilen558 Takipçiler
Skylar
Skylar@Wigort15·
At least the AI can draw hands now. Gotta respect it at that point.
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Skylar
Skylar@Wigort15·
@3sx_dev How do you know how to reverse engineer code for the custom CPS3 chips? Are you using MAME?
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apstygo
apstygo@3sx_dev·
A huge blocker for the 1.0 release is arcade accuracy To iron out discrepancies, I built a toolkit that runs Fightcade replays in 3SX while comparing engine state I'm also working on decompiling the CPS3 version to ensure the engine is 100% arcade-accurate
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apstygo
apstygo@3sx_dev·
Artem (apstygo) here – lead dev on 3SX, a community-driven port of 3rd Strike based on 3s-decomp Gonna post updates here so info on the project comes straight from the source
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Skylar retweetledi
Cayde.wav
Cayde.wav@caydeplanet·
This is probably the most culturally impactful painting I’ve ever made
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tyt narwhal
tyt narwhal@Narwhal1x·
Who got laid off for anti-cheat @Fortnite
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the gud ol
the gud ol@Agentsmithmed·
This was the Best clip of tekken 2025
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#Player✌️
#Player✌️@GreatestttEverr·
@Wigort15 Yeah that’s insane lol, we were kids when that dropped. Maybe with me and VF6 shit could change, I’m glad the VF heads get something new regardless. I’m hype for you to win Evo though 🫱🏽‍🫲🏾
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Skylar
Skylar@Wigort15·
What Tekken 8 does to a mf. Play Virtua Fighter.
Nillstan@nillstan

@PhiDXGames VF and DOA players will read this whole thing and deadass say "Okay but what about VF tho???"

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Skylar
Skylar@Wigort15·
@GreatestttEverr Yeah that's fair, the original VF5 is about 20 years old. Sega is still giving it balance patches though which is crazy, because VF was lowkey super dead before Ultimate Showdown was revealed.
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#Player✌️
#Player✌️@GreatestttEverr·
@Wigort15 You’re a triple OG so I’m sure you’re aware of those minute differences between SC, TK, & VF. Those are the things that keep people more intrigued by the specific title. However, my main thing is I’m not trying to play that old ass VF that everyone is on currently. Maybe 6 is 👍🏽
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Skylar
Skylar@Wigort15·
@GreatestttEverr I think they're similar enough, both are 3D FGs after all. And we already know nobody could pay a Tekken fan to play VF lol
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#Player✌️
#Player✌️@GreatestttEverr·
@Wigort15 It’s not the same bro - you couldn’t pay me to play VF 😭
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Skylar
Skylar@Wigort15·
Epic was huffing spider spray when they decided to buff shockwaves after every person and their mother was complaining about them. #BoldMove
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Skylar
Skylar@Wigort15·
Oof. Tekken 8 Season 3😂
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h0pper
h0pper@h0pperTK·
IM CRYING MAN AHAHHAHAHA
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Kazuya Mishima
Kazuya Mishima@IronFistKing_·
tekken 8 balancing team
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Skylar
Skylar@Wigort15·
@falco_girgis @darcag3nt Does this mean Super Smash Bros. Melee for the Nintendo Gamecube on Hitachi Super H4 architecture???
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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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Skylar
Skylar@Wigort15·
They were fucking hitting whippets when they made Tekken 8
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Skylar
Skylar@Wigort15·
Shun Di promotes alcoholism to children. Exceptional thinking, Sega...
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Skylar
Skylar@Wigort15·
People arguing over "Mount Rushmore of FG chars" as if Mount Rushmore itself is valid.
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