Back in July, I reverse-engineered the Sony DTL-H201A Graphics Artist board. Now, PicoGraph has a new non-video-adapter mode based on that work: an emulated PSX GPU on the RP2350B that works with the original Sony toolchain over the ISA bus. Here it is running on the PicoMEM2.
OptiCraft Heritange Edition ya esta por salir!
Un demake entero de Minecraft 1.2.5 JAVA optimizado para consolas y PCs antiguas
Con interfaz de legacy, mundo tutorial, multiplayer con JAVA, entre otras cosas que tengo que pulir..
Another Kickstarter update for Former Dawn, an upcoming RPG for the NES and PC!
https://t.co/qeIXjxI58w
* Turn based combat for normal enemies (2nd stretch goal DONE)
* Fleshed out turn based battle menus / mechanics
* New artwork
* New music
Unmute and enjoy!
#pixelart#jrpg
Minecraft 1.2.5 con End funcionando en PS2! Lo mas pesado es el dragon, porque si o si tiene que estar cargado en memoria para que no despawnee y rompa el end!
Mysterious rifts are opening across the Overworld... but where do they lead?
Gear up and team up to enter a new dimension in Minecraft #DungeonsII! Journey into the Sift to explore uncharted lands and fight unfamiliar threats. Uncover new ways to customize your gear and prepare for the toughest battle yet.
Pre-order now and get exclusive items: https://t.co/O9QyzyE2U0
** Sega Genesis 3D Engine Update 8 **
Significant improvements all round as you can see and hear from the last update !!
Foremost - A huge thanks to @TonimanGalvez who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few.
He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared.
Also many thanks to my good friend @laurent_crouzet for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !!
Since last update :
New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies .
3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height .
Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex.
Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha .
Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit.
Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites !
Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement.
XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit.
Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also.
Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !!
Progress continues on my other projects , updates soon on those - retirement can't come quick enough .
#SGDK #SegaGenesis #SegaMegadrive
You asked, and @SaxmanSonic delivered! The next release will have a vertical viewport of 192 - just 8 pixels shy of PC’s 200. We could go bigger, but being conservative since it does have a performance penalty. Most 32X games rarely occupied the entire screen space.
Kickstarter updates for Former Dawn, a new RPG for the NES and PC!
(unmute for new track -- Veronika's theme)
https://t.co/PpAEmvcyKu
* Save Games
* RPG Stats
* Mini-game
* Sprite HW Enhancement
* New Artwork
https://t.co/ZVAlxGC3c3
* New Dialogue System
#pixelart#nes
Wii64 Beta 1.4 is here after 5 years, bringing faster Nintendo 64 emulation to Wii, GameCube and Wii U with SD2SP2 support, Wii U vWii fixes, dynarec tweaks and key performance upgrades. #Nintendo64#Emulation https://t.co/8Nyze2ebxn
The Interceptor Mega Disk, a third-party peripheral for the Sega Mega Drive, manufactured without a license by Taiwan Sang Ting Co. Ltd. It was used to clone Sega Master System games on to floppy disks.
Prototypes arrived of the Sega Saturn cartridge PCBs for Project Neon and Overserved! Pre-orders for both games are still open at https://t.co/pVAGt0tRDW for #segasaturn#n64#neogeo#dreamcast and more. #retrogaming