Which platform do you think has the weaker CPU?
Which platform do you think has the weaker CPU?
Two builds of #MarioKart 64 running on the #Sega #Dreamcast. Top is release using our stock GLdc driver for graphics. The bottom is an experimental build I have optimized with my accelerated math library, SH4ZAM. Community gainz are coming!
github.com/gyrovorbis/s...
#gamedev #retrocomputing
Here's the world's very first look at the #Simpsons: Hit & Run... FOR THE SEGA #DREAMCAST!
Developer, maximqad, has decided to undertake this insane porting endeavor, and while it currently runs like ass and needs extra RAM, that's better than GTA3 DC was at this stage!
#gamedev #retrogaming
So will this, just met David Wise.
Just got some new decorations for the office/home lab. #sega #dreamcast
Today's update on the #SonicMania port to the #Sega #Dreamcast... while our leader is fighting the uphill battle to implement the per-pixel/per-scanline visual effects, I've been... errrr... laying the foundation for the goodies we plan for our Visual Memory Unit. π€£
#gamedev #retrogaming #sonic
Hereβs to even more gainz once I SH4ZAM up GLdc and Simulant!
One of the biggest challenges since the Gamescom demo for MD was figuring out animation skinning. Thanks to @kazade.bsky.social 's work on implementing the base framework for gltf anim channel import and @falcogirgis.bsky.social 's sh4zam work, Jeenie can smoothly move!
Itβs an honor man. I can tell you have not only thought if it but absolutely achieved keeping the engine and game lightweight enough to run on these platforms. Thank you so much. Total legend!
Omg I actually think weβre on the same page largely! Im writing this C++ proxy class thatβll let me store as an FP mat that i can use FTRV with on the SH4, but then keep having the game code treat it like fixed point for now. The βshzβ conversion is to my SH4 fast math API matrix type.
It would be a huuuuuuuuuuuge undertaking that would require converting the matrices all throughout the RSDK engine and Sonic Mania game code to FP, which would be tedious, error-prone, and would take a loooong time.... Perhaps some AI tool could try to automate it, I'm wondering?
Unfortunately I've been looking at SH4ZAM-ing the 3D stages all night, and... they are not so straightforward at all... Obviously the DC and SH4 could destroy such simple 3D, but all platforms are struggling because all matrix math is fixed point integer and not acceleratable with FPU math or SIMD.
Yes, it's quite impressive how light they managed to keep it. SF94 had to do a bunch of work to reduce the memory footprint (which was 70MB+, with everything preloaded) for 16MB on DC, but... the CPU resources required to run it are extremely light. SH4 is killing it with room to spare on 2D stages.
It's brand new, and I'm still following along with the code changes, but it looks as though SFX are being preloaded onto the AICA SPU into our 2MB of SRAM, while the BGM is being streamed in chunks and may even still be in OGG format, actually... we have more than enough CPU power level to spare.
Seriously, it's mind-blowing... sometimes I wonder if Sega is out there noticing or paying attention to this... π
#SonicMania Plus for the #Sega #Dreamcast finally has audio! Here's a 2 minute direct hardware capture of me playing the latest build of @sonicfreak94.bsky.social's port on my actual DC to hype up the Blue Blur's epic comeback to a Sega console... where he has always belonged!
#retrogaming #gamedev
The next #Nintendo64 classic has just hit the Sega #Dreamcast! Here's over a minute of #SuperMario64 gameplay, captured directly from my DC!
To convert your N64 ROM into a DC image, follow the link to the web-based builder on the GitHub repo: github.com/jnmartin84/m....
#gamedev #retrogaming
β¦β¦dear lord, now THEREβS a challengeβ¦
Right? Disgusting looking. lol.
Jesus CHRIST, he's done it again... Mad Sega #Dreamcast scientist, Esppiral, has taken another step towards correcting the timeline of gaming history by getting #VirtuaFighter 4's "Temple" stage rendering on a stock Dreamcast... this is a direct HW capture!
#gamedev #retrogaming #retrocomputing
If you're a fan of the #dreamcast, #N64 & #homebrew
You might have heard of "JnMartin" &
@falcogirgis.bsky.social and their impressive Dreamcast ports
"Building" these ports could be an intimidating endeavour tho.
But now there's a user-friendly solution
Links + Instructions below
#retro #gamedev
Who wouldn't want #StarFox 64 on #Dreamcast ? @falcogirgis.bsky.social lmk that JNMartin finished the #N64 to #Sega conversion...and it's legit great! So come check out the newest N64 decomp to port! youtu.be/iAWRNzYE0EM #gaming #gamingnews #gaming_news
....oh...my...god... was NOT expecting to see this one... time to hit up the GTA boys... π€£
JNMARTIN HAS BROUGHT US CHRISTMAS EARLY THIS YEAR! #StarFox 64 has officially been released for the Sega #Dreamcast! Here's some direct hardware captures to celebrate!
Here's the repo with directions for converting an N64 ROM to a DC image: github.com/jnmartin84/s...
#gamedev #retrogaming #n64
Hand-optimizing SH4 assembly for jnmartins upcoming port of #StarFox 64 to the Sega #Dreamcast, so dropping bombs doesnβt drop FPS!
#gamedev #retrogaming #cplusplus
Now that we have the GabeCube where's the GabeCast?
Damn, that sounds freaking INTENSE. I wish you guys the best of luck and will say itβs been very frequently requested as a DC port. π