Alfonso aka Son Link

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Alfonso aka Son Link

Alfonso aka Son Link

@sonlink

Usuario de GNU/Linux, gamer, rolero, Nintendero, programador, webmaster, y colaborador en @jugandoenlinux Mastodon: https://t.co/J5hI6OlcB0

Madrid, Comunidad de Madrid Katılım Mayıs 2007
290 Takip Edilen409 Takipçiler
Alfonso aka Son Link retweetledi
☂️
☂️@oleemequivocao·
Pikachu bailando en el informativo de Pepa Bueno entra en mi lista de cosas surrealistas del 2026
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Senhor Linguica Pro
Senhor Linguica Pro@SrLinguicaVIVE·
Essa é a 32BIT DOCK para Nintendo Switch 2! Me veja uma imediatamente!
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La Revuelta
La Revuelta@LaRevuelta_TVE·
✋🏻😐🤚🏻Absolute cinema Don Pimpón ha pasado de comerse una rata a cantarle a Pedro Almodóvar. El resurgir de Don Pimpón. Sublime Lalo Tenorio #LaRevuelta
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JMV
JMV@YedaiJamao·
Acabo de ver que el libro de @mundospectrum está PIRATEADO en @Scribd, así que oye, como ya no tenemos vinculación editorial con Dolmen y el libro es difícil de encontrar, aquí lo tenéis para leerlo. A cambio, un RT (sigue hilo abajo). es.scribd.com/document/76976…
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Alfonso aka Son Link
Este es Lorenzo, el macho de cisne negro que habita en el estanque situado frente al Palacio de Cristal en el Parque del Buen Retiro Hacia mucho que no me pasaba a ver a la pareja de cisnes negros, pero no he visto a Luna, la hembra. #naturaleza #animales #aves
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Woodfrog
Woodfrog@SokZaJelo·
The demo for my SNES game "Till & Hat" is now available! It's a fact-paced 2D action game with platforming, melee and ranged combat. Load it into an emulator or flashcart and you're good to go. Link is in the replies. Any feedback is welcome. Have fun!
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Rafa Laguna
Rafa Laguna@RafaLagoon·
¡Haciendo un juego con físicas y multiplayer online!🙀 👉 twitch.tv/rafalagoon Hacer juegos con físicas no es fácil. Hacer juegos online no es fácil. ¡¡¡Vamos a mezclarlo todo!!! ¿Qué puede salir mal? Ven a charlar, a preguntar y a currar juntos. #gamedev #godot #indiedev
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Foyezes
Foyezes@Foyezes·
Another episode of the Godot PBR Mastery Series is out! Learn how to optimize 5 textures down to just 2, using Channel Packing! You can easily optimize textures by combining them using channel packing, reducing GPU and storage overhead. Full video in comments!
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@RafaLagoon 16 TB, vaya burrada que la inmensa mayoría no podriamos ni comprar aun sin estar el mercado como esta ahora
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La Revuelta
La Revuelta@LaRevuelta_TVE·
Entrevista a Don Pimpón YA Qué gracioso ha sido esto, por favor que salga más veces #LaRevuelta
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Paola Castillo
Paola Castillo@PaoCasttillo·
Hilo para que dejéis vuestro baile 💃🏼👇
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Rafa Laguna
Rafa Laguna@RafaLagoon·
¿Queréis aprender a usar Linux? O al menos... ¿empezar a utilizar más software libre? 👉 t.me/linuxysoftware… Tenemos una comunidad en la que hablamos de #Linux, proyectos de #SoftwareLibre y #OpenSource, te ayudamos a hacer la migración y compartimos experiencias. 🐧
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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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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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