🎬 UN JUEGO, DE PELÍCULA 🎬
🎮 Die Hard Arcade / Dynamite Deka
👮 Beat´em up Arcade 3D, hasta 2 jugadores
🏙 Acaba con los terroristas y rescata a la hija del presidente, ADELANTE
🔗 https://t.co/uFdhUtn34q
#SEGA#Saturn#DieHardArcade#DynamiteDeka#Retrogaming#Saturninos
Awesome! Shadow of the Beast III never came out on the Mega Drive, so he converted its first level from the Amiga original. Free demo inside.
https://t.co/ln7Tg2sDfS
#MegaDrive#Amiga#retrogaming#shadowofthebeast
SNES Studio's MUGEN importer, stress-tested: a 6-fighter, 7-stage MUGEN pack as an 8 MB SNES cartridge.
Stages: 62-103 colours (was 15)
Background: up to 1,024 tiles (was 640)
Music at round start (was ~9 s in)
Test build, not a release.
https://t.co/LEj8x2d9Mf
#SNES#MUGEN
Are you f*cking kidding me. Got fired from OpenAI today.
In my defense, being a $300k human API between Claude, ChatGPT, and Gemini worked perfectly until today...
Introducing: SH4DER-PVR, a free Dreamcast PVR graphics library, source and all, built for Halo: Dreamcast Evolved.
SH4DER-PVR is an efficient post-processing graphics pipeline for Dreamcast developers, built on KallistiOS and SH4ZAM (you will need both), with my shadow library SH4DOW-DC included. It will be free to use, commercial projects included, as long as you credit it and do not resell the library itself. https://t.co/nkt3XVOJLN
Included in the Library:
- Chromatic Abberation
- Eye Adaptation
- God Rays
- Light Bloom
- Object Light Shafts
- Soft Self-Shadowing
- Temporal Anti-Aliasing
- Torch/Flashlight
- Vehicle Flood Lamps
VRAM Costs for the two big ones:
Mode640x480320x240
===============================
CA 640 KB160 KB
TAA 1,280 KB 320 KB
THE FORGOTTEN ONE:
The Dreamcast GPU, the PowerVR, is woefully underutilised. It has NO vertex or pixel shaders! What it CAN do is TEXELS! What is a texel? Those are the individual pixels on your textures! That underutilisation is exactly what this post-process pipeline is for: your indie homebrew, ports, recomps, and more (movies, anyone?).
TECHNICAL INFO:
In order to save on precious VRAM, the effects never keep a second copy of the screen. They read the finished 640x480 frame on an 80x60 grid and keep one tiny map of it--any larger dramatically explodes draw time. Temporal AA is the exception: it has to keep whole frames around, hence about 1.2 MB at 640x480 (about 0.3 MB at 320x240). If you are porting Gen 5 games especially, that may be an option for you!
Pues ya lo tenéis: Parche de mejora de Mickey Mania de #SNES! He sacado una v4 Turbo, con muchas mejoras en la carga del juego. Al fin tiene una revisión como se merece este juego! @timeextension64@yoshinokentarou@masterlinkueibr
https://t.co/PPuiuircKx
Engraçado como o tempo muda as coisas! O 32X, que tanta gente adora chamar de desperdício de plástico (eu incluso) e um dos maiores fracassos da Sega, está finalmente mostrando seu verdadeiro potencial.
Com essa onda de recompilação de jogos, estamos vendo ports incríveis que exploram o hardware de maneiras que muita gente provavelmente nem imaginava. Talvez o problema nunca tenha sido o 32X, mas o que fizeram com ele na época!
RetroBit got a brand new MegaDrive-Rerelease for you: Twinkle Tale, a very unique shooter! For the first time available outside of Japan.
Preorders are open NOW :D
https://t.co/pSIOOFUg9i