π™Όπš’πšŒπš‘πšŠπšŽπš• π™΅πš’πšπš£πš–πšŠπš’πšŽπš› πŸ΄β€β˜ οΈ (@mupfdev) 's Twitter Profile
π™Όπš’πšŒπš‘πšŠπšŽπš• π™΅πš’πšπš£πš–πšŠπš’πšŽπš› πŸ΄β€β˜ οΈ

@mupfdev

Dad, gearhead, video game historian, software/retro dev, hacking culture cultivator and a nerd at heart. About in this order. @ertesx @nokia_ngage

ID: 1875422887

linkhttps://mupf.dev calendar_today17-09-2013 12:48:17

6,6K Tweet

811 Followers

818 Following

Redherring32 (@redherring32) 's Twitter Profile Photo

This is the Nintendo Dataship 1200. An extremely rare Famicom with a built in network system. It's so rare, I bet you have never heard of it. Let's reverse engineer it together. Follow along for however long it takes, and I will show you how to preserve this stuff forever. :)

This is the Nintendo Dataship 1200. 
An extremely rare Famicom with a built in network system.

It's so rare, I bet you have never heard of it.

Let's reverse engineer it together.
Follow along for however long it takes, and I will show you how to preserve this stuff forever. :)
π™Όπš’πšŒπš‘πšŠπšŽπš• π™΅πš’πšπš£πš–πšŠπš’πšŽπš› πŸ΄β€β˜ οΈ (@mupfdev) 's Twitter Profile Photo

After struggling through the maths API, I'm finally getting started with the graphics API. However, PRs are still very much welcome and encouraged. So if you want to make a small contribution towards #Pico8 emulation on the Nokia N-Gage, I won't stop you. πŸ™ƒ #NGageSDK #RetroDev

After struggling through the maths API, I'm finally getting started with the graphics API. However, PRs are still very much welcome and encouraged. So if you want to make a small contribution towards #Pico8 emulation on the Nokia N-Gage, I won't stop you. πŸ™ƒ #NGageSDK #RetroDev
Wario64 (@wario64) 's Twitter Profile Photo

Command & Conquer source code available on Github github.com/electronicarts/ Command & Conquer Archive Footage from Renegade and Generals youtube.com/watch?v=qN2gry…

Command & Conquer source code available on Github github.com/electronicarts/

Command & Conquer Archive Footage from Renegade and Generals youtube.com/watch?v=qN2gry…
Falco Girgis (@falco_girgis) 's Twitter Profile Photo

Today's Grand Theft Auto 3 micro optimization for the Sega Dreamcast... speeding up vertex transformation by approximating perspective division. On the DC's SH4 CPU, a single-precision FDIV instruction takes a whole 13-14 cycles to execute. Ain't nobody got time for that shit,

Today's Grand Theft Auto 3 micro optimization for the Sega Dreamcast... speeding up vertex transformation by approximating perspective division.

On the DC's SH4 CPU, a single-precision FDIV instruction takes a whole 13-14 cycles to execute. Ain't nobody got time for that shit,
DarkPath Studio (@nekoeye) 's Twitter Profile Photo

This is Dreamcast!πŸ’ͺ I haven't had much time for Spiral Engine lately, but its development continues, and it can do things like this, shadows on animated objects. 😁 #dreamcast #gamedev #retrocomputing

This is Dreamcast!πŸ’ͺ I haven't had much time for Spiral Engine lately, but its development continues, and it can do things like this, shadows on animated objects. 😁 #dreamcast #gamedev #retrocomputing
Ryan C. Gordon (@icculus) 's Twitter Profile Photo

SDL 3.2.6 is out! github.com/libsdl-org/SDL… So a small detail in this release is mjpeg camera support. This turned out to be an interesting feature.

Falco Girgis (@falco_girgis) 's Twitter Profile Photo

Holy SHIT, I just figured out a way to directly HW accelerate Renderware's "decorated" Matrix type and eliminated the need for constant matrix format conversions in our Sega Dreamcast port of Grand Theft Auto 3! In the top-left is my modified version of the main RW matrix

Holy SHIT, I just figured out a way to directly HW accelerate Renderware's "decorated" Matrix type and eliminated the need for constant matrix format conversions in our Sega Dreamcast port of Grand Theft Auto 3!

In the top-left is my modified version of the main RW matrix
Jonas Eschenburg (@indyjonas) 's Twitter Profile Photo

This is a VoxelSpace renderer running on a 1MB, 8MHz, 16-color Atari ST. Lots of optimization went into this project written mostly in C and inline m68k assembly. Most recently, use of the CRT was reduced, making the executable only 13430 bytes small, freeing almost 200KB of RAM.

The Nokia N-Gage Discord (@nokia_ngage) 's Twitter Profile Photo

🚨 BREAKING: Nokia N-Gage support has officially been merged into SDL3. Yes, the N-Gage! Meanwhile, Dreamcast devs still arguing over VMU font rendering. Snake > Sonic? πŸπŸ“± > πŸŒ€πŸ’Ώ #SDL3 #NGage #RetroDev #DreamcastCopium github.com/libsdl-org/SDL…