bigboss

5.8K posts

bigboss

bigboss

@psxdev

Working at @thegamekitchen. Opinions are my own

Sevilla, Spain Katılım Eylül 2011
558 Takip Edilen6.6K Takipçiler
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bigboss
bigboss@psxdev·
Feel free to help to renew my Apple environment and get New stuff for new raylib ports ko-fi.com/bigboss_psxdev…
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きんのじ
きんのじ@v9938·
こんなショートしまくりのやっつけ謎カセットですが、製品組み立て後のチェック用治具基板。 モノを作って量産頒布する時はこう言う事まで設計段階で考えて早めに作り込まないとダメなのです。試作とはまた別のハードルがあるのです。
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きんのじ
きんのじ@v9938·
進められる事からコツコツとですよね・・・
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Brielle Garcia
Brielle Garcia@tacolamp·
Worked on making the UI look a little more finished. Not sure what my endgame is, but it makes my adhd brain happy to work on. Probably need to pivot back to other projects soon.
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Brielle Garcia
Brielle Garcia@tacolamp·
Playing with lighting and adding some pieces with actual materials.
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Brielle Garcia
Brielle Garcia@tacolamp·
Added the awesome R3D library to get all sorts of cool rendering capabilities in my Raylib project (although desktop only). Starting to look like a real game.
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bigboss
bigboss@psxdev·
@roXyPS3 Nice, old good times, but under nda i am out :P you know...
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Brielle Garcia
Brielle Garcia@tacolamp·
Slowly chipping away and adding a little more flair and flexibility. Trying to keep the animated UI system generic enough so I can reuse it in other raylib projects. Need to figure out how I want dice roll visuals to work soon.
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Falco Girgis
Falco Girgis@falco_girgis·
"Wait, WTF is this," you ask? Oh, nothing much... Just "The Tomb of Raithwall" from Final Fantasy 12... RUNNING ON AN ACTUAL FREAKING SEGA DREAMCAST!!! Mad modder Esppiral has cooked us up another round of epic console blasphemy with this one, this time teaming up with DC homebrew scene veteran, PH3NOM, who was also one of my partners in crime on our Grand Theft Auto 3 and Vice City ports to the Sega Dreamcast. Anyway, Esppiral has managed to warez this iconic scene from the big bad PS2 for our little white box of dreams by leveraging PH3NOM's new engine, the aptly named "Dreamcast Engine." I've been watching those two cook up crazy new scenes and push the DC to new levels for most of the week in our Discord server, so be sure to tune in to the two of them for updates! Follow PH3NOM for more updates on the engine and his science experiments with new rendering techniques using the DC's PowerVR GPU here: itch.io/profile/ph3nom… Follow Esppiral for more blasphemous experiments with bringing iconic scenes from other platforms to the DC here: @esppiral" target="_blank" rel="nofollow noopener">youtube.com/@esppiral
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Eric Fradella
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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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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bigboss
bigboss@psxdev·
@YTNaiAdventure Nice. Check date in campaign , it should be August 2026. Dont you?
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Erick
Erick@ErickSky·
🚨 ¡ALGUIEN HIZO LO QUE TODOS DECÍAN QUE ERA COMPLETAMENTE IMPOSIBLE EN MINECRAFT! Tu ciudad REAL completa con detalle brutal y a escala real. Tu casa. Tu calle. Tu barrio. Las montañas, ríos y edificios exactos como existen en el mundo real. Una herramienta open-source hecha 100% en Rust (NO IA) toma los datos oficiales de OpenStreetMap + elevación del terreno y genera mundos jugables de Minecraft (Java 1.17+ y Bedrock) en cuestión de minutos. Lo que antes tomaba meses o años construyendo a mano… ahora lo tienes listo para explorar y jugar al instante. +8.6K stars en GitHub y sigue explotando REPOOO👇
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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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Elite Gaming News
Elite Gaming News@EliteGamingNews·
This new wireless SEGA Dreamcast controller with fully integrated color VMU will be available soon! Who’s interested in the DreamColor Plus?
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Manuel Pazos
Manuel Pazos@ManuelPazosMSX·
After reverse engineering the sound driver of Metal Gear 2: Solid Snake (MSX2), I have created an application, with the help of Claude Code, that displays music details such as notes, waveforms, wavemorphing, vibratos, etc. I hope this brings back fond memories for @TECHNOuchi
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