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@rtomasal

I like frontend programming. I'm the creator of RGB-Pi OS and the upcoming RePlay OS. Support me on: https://t.co/kgzim6d3dp

Madrid เข้าร่วม Temmuz 2016
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RTA
RTA@rtomasal·
I've created a brand new website for #RePlayOS It is still a work in progress web site, but save it to your favourites 🩷 to stay tuned about future updates! replayos.com
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Argon Forty
Argon Forty@argon_forty·
The Raspberry Pi laptop nobody built — until now. Argon ONE UP: modular ARM laptop around the CM5. Open source. Serviceable. GPIO-accessible. 14" display, real battery, active cooling. Live → 1-up.net #RaspberryPi #CM5 #OpenSource #Linux #ARM
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RTA@rtomasal·
Got my ScartBlaster Mini yesterday from @RGB_Pi and it is really nice. No external power required, and the image is cristal clear. More info here: scartblaster.com
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Mind The Game
Mind The Game@LuisHijarrubia·
🔴Nuevo vídeo. Metal Slug, King of Fighters, Windjammers, Garou, Shamurai Shodown.... Todo eso y más es NEO GEO y explico cómo conseguía pintar pixel art tan bonico.
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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「悪魔城ドラキュラ」を、名機「セガマスターシステム」に勝手移植するプロジェクトが遂にデモ版を公開!! 2023年7月に本作の開発が行われている旨を紹介してから今日まで、当方は待ちに待っていたぞッッ!! ↓以下コメント欄にて、デモ版の公開先URLと詳細と主観など
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Phil
Phil@philscomputerlb·
Finally! The IDE ATAPI CD-ROM emulator we have been waiting for! youtu.be/KNv3sf-rCAM?si…
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John Romero 🤘🏽
John Romero 🤘🏽@romero·
Happy 35th Birthday @idSoftware! To celebrate, I made a doc about Catacomb 3D (1991), the 1st texture-mapped FPS. A crucial step just before Wolfenstein 3D, we figured out how to make flat mazes feel like real spaces. The DNA of FPS games starts here. youtube.com/watch?v=ZcUqwM…
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Falco Girgis
Falco Girgis@falco_girgis·
OH. MY. GOD!!!! Just made probably the most FUNDAMENTAL accelerated math routine that has been used in every Sega Dreamcast port that I have been involved with either directly or indirectly, the 4x4 matrix multiply, 10-30% faster!!! WELCOME TO GAINZVILLE, FOLKS!!! It all started the other day when Niels replaced the body of the C++ overloaded multiplication operator in the Simulant DC engine's 4x4 Matrix class with a one-line call to forward it to my SH4ZAM'd up equivalent routine, looking for some perf gainz on his skinning-heavy engine. The result? +8 FPS. EIGHT. FROM ONE FUNCTION! DO YOU KNOW WHAT I WOULD DO FOR A FREE 8 FPS IN GTA3?!?!? 🤣 Anyway, needless to say, I had always known this one operation was probably the single hottest routine in any engine or game or port to DC... It's the reason why, if you're just starting to get into DC development, and your math and TnL are in plain C code, you probably wonder why your performance sucks. By doing your matrix transforms in plain C, you are losing out on using the DC's most powerful instruction, FTRV, which can transform a single 4D vector by a whole freaking 4x4 matrix in just 4-7 cycles. It's the reason why a Dreamcast is even competitive with other 6th consoles without hardware TnL or a PS2-style vector unit... and you cannot access it without using inline ASM or using something like my SH4ZAM library, where some chad has given you the ability to harness to the SH4's power from a C or C++ API. ANYWAY, long story short, the gainz made me decide to go back and revisit my implementation, which I had admittedly not looked at since working on GTA3. Since then, I had always either taken with me, or had it get grabbed by jnmartin for use in our DC ports like Vice City, Mario 64, Mario Kart 64, Star Fox 64... Plus I am about to be bringing in for Sonic Mania's 3D stages... So last night, for about 3 hours, armed with the SH4 performance counters, I played a meticulous game of SH4 assembly Tetris, moving every instruction around in the routine and, trying to find the best organization that maximizes instruction pairing for superscalar dual dispatch as well as minimizes pipeline stalls due to resource hazards, cache misses, or frankly me fucking up with a prefetch instruction (lolz)... What's the end result? This beauty you can see here on the left, and a net gain of 10-30%, depending on the state of the cache and the contents of the relevant cache lines above each matrix operand in memory when the routine is called... THIS IS HUGE. Every one of these games can now leverage this gain, and everyone using my SH4ZAM library will be able to leverage it as well too! Here's a link to SH4ZAM, which is now in kos-ports for those of you still doin' math in C or C++ and wondering why you're struggling to achieve N64+ performance: github.com/gyrovorbis/sh4…
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KennyLauderdale
KennyLauderdale@KennyLauderdal3·
When you turn 30 you start building Tube TV Walls so you can watch Gunsmith Cats like this.
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RTA@rtomasal·
@manubordera RePlayOS was already publicly released on December and public post also exists in Patreon for downloading.
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RTA@rtomasal·
Konami GTI Club running on #RePlayOS in Raspberry Pi 5 🚗🔥
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Adam Sawicki
Adam Sawicki@Reg__·
Graphics APIs – Yesterday, Today, and Tomorrow - a new article on my blog (in English and Polish version) asawicki.info/articles/graph…
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