Joined January 2020
Enhance.
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今日のQ3の出勤者 エイトプリンスケンさん ゆきおとこさん だいしろうさん やぎさん にしおさん たけだるさん まるっち(^^)
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atrac17 retweeted
スパⅡXの豪鬼は他キャラと比べて極端に性能が低くまともに対戦が成立しないのでほとんどのガチ大会では使用が禁止されています(注:個人の感想です)
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リバサスクリュー読んでからの、ダボーテーフーンCHANCE!! …っておぉ~~~~~い!! 光ってんじゃねーかよー! クソゲーがっっ!! (※ロールバックは承知しております。あくまでラグネタです)
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ロストワールド海外版のFORGOTTEN WORLDS。ローリングスイッチにCAPCOMのロゴが入っている。面クリア後のカットシーンは英語で喋る。ゲーメスト誌で初めて画面写真見たときのインパクトは凄かった。 #GallopingGhostArcade
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#ストリートファイター2 1番くじなぜ このポーズにしたんやろ…
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atrac17 retweeted
面白そうなので実機で遊んでみる。 まずはAC版(Switch)から。一面まで。 吉野@連邦@yoshinokentarou さんがここのところ沢山紹介してくださってるカプコンタイトルのメガドライブ勝手移植は総じてBGMが良い感じ。メガドライブがFM音源を積んでるのが要因か。
アーケードの名作『魔界村』が、メガドライブに勝手移植!! 本作は、オリジナルのアーケード版を徹底的に解析し、ゲームの処理をメガドライブ向けに変換することで、実機での動作を実現したプロジェクト。 しかもオプションメニューから日本版『魔界村』と海外版『Ghosts'n Goblins』の切り替えも可能というのも素敵だ。 patreon.com/jlrh/posts/ghost… 2025年の2月18 日に、当方のXで本作が開発中である事を伝えてから音沙汰の無かった作品が、突然浮上してきたので驚いた人は多い筈だッッ!!
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atrac17 retweeted
Next and finally in the technical posts on the architecture of Batrider Chase!: the PS3 version. The PS3 runs the same C++ game core as the Vita version: the decompiled game rebuilt from the Ghidra project, with Chase! Mode, the menus and the extra features on top. The Cell processor is a very different machine from the Vita. It has one general-purpose PowerPC core (the PPU) with two hardware threads, plus six SPUs available to games. Each SPU is a fast vector processor with its own 256 KB of local memory. The RSX is the GPU. The first build ran everything on the PPU and was far too slow on a real console, so the work was spread out: the PPU runs the game, and the SPUs do the drawing. Below is the PS3 version diagram. Sound: Like the Vita, the PS3 runs the original sound board with nothing pre-rendered: the Z80 sound program, the YM2151, and both 6295s playing the original ADPCM samples from the sound ROMs. With the whole board on the game's thread, the game ran in slow motion, so the board is split across the PPU's two hardware threads. The game thread runs the Z80 and the chips' timing right alongside the main program, since the two talk to each other constantly, and writes down every chip write with the exact sample it happened on. A second YM2151 and pair of 6295s on the synth thread replay those writes and generate the waveforms. The output is bit-identical to running the whole board in one place. The synth thread has the highest priority on the system. It feeds 48 kHz stereo to the PS3's audio out and keeps 100–150 ms queued, so the sound holds steady through the busiest scenes. Graphics: The tile data is the original ROM, untouched, and stays in main memory. Every frame, the PPU splits the 320x240 picture into five bands of 48 rows and hands one to each of five SPUs. Each SPU pulls in the frame's sprite and tilemap state, then fetches the 8x8 tiles it needs into a 1,024-tile cache in its local memory. It draws its band in the arcade's own priority order: the backdrop, the three tilemap layers and the sprites across 16 priority levels, then the text layer. Flips and mirrors are handled as each tile row is drawn. Each SPU then sends back its band turned upright, plus a priority map the hitbox uses. It also sends its share of the final picture at 3x size, with scanlines added when they're on. The SPUs' picture is pixel-identical to the reference renderer, and 60 frames of every play session are checked against it. On a real console, drawing the picture used to take about 7.5 ms of every frame on the PPU. The SPUs now do it in parallel. The sixth SPU scales the Chase! gadget panels, which are composed in spare PPU time a few times a second. The PPU lays the Chase! overlay and the hitbox on top. The RSX doesn't run a single shader. Its transfer engine scales the finished picture to the TV at 720p or 1080p, places the gadget columns down each side, and flips on vsync. TATE mode turns the whole screen for a TV on its side, with the gadget panels moved to strips at the top and bottom. So the PPU's threads run the main program, the sound, the screen and the gadget panels, and the SPUs and RSX handle all of the drawing. The game never waits on the picture: if a frame isn't drawn in time it's skipped, and the game and sound keep running at the arcade's 59.6 Hz. #CoinOpGameStudio #Batrider #Raizing #PS3
Next in the technical posts on the architecture of Batrider Chase!: the PS Vita version. The Vita runs the same C++ game core as the PS3 version: the decompiled game rebuilt from the Ghidra project, with Chase! Mode, the menus and the extra features on top. The Vita has a quad-core ARM Cortex-A9 at 444 MHz, three cores of which are available to games, and an SGX543MP4+ GPU. So the work here was giving each core its own job and moving the drawing onto the GPU, which runs at its full 222 MHz. Below is the Vita version diagram. Sound: Unlike the N64, nothing is pre-rendered. The Vita runs the original sound board: the Z80 sound program, the YM2151, and both 6295s playing the original ADPCM samples straight from the sound ROMs. To make it fit, the board is split across two cores. The main program and the sound CPU talk to each other constantly, so core 0 runs the Z80 and the chips' timing right alongside the game. It writes down every chip write with the exact sample it happened on. Core 2 has a second YM2151 and pair of 6295s that replay those writes and do the heavy part, generating the waveforms. The output is bit-identical to running the whole board on one core. A feeder thread on core 2 sends 48 kHz stereo to the audio out and keeps 100–150 ms queued, so a busy scene never breaks up the sound. Graphics: The tile data is the original ROM, untouched. On the first frame, every 8x8 tile is repacked into 4-bit paletted textures in video memory: 32 pages of 1024x1024, 16 MB. Each of the game's color banks becomes a 16-colour palette. Every frame, core 1 builds a draw list in the arcade's own priority order: the backdrop, the three tilemap layers and the sprites across 16 priority levels, then the text layer. That's 600 to 1,900 textured quads in 10 to 70 draw calls, which the GPU renders into a 320x240 picture. Flips and mirrors cost nothing here because the GPU just swaps texture coordinates, and neighboring tiles of a sprite go out as a single quad. A palette that changes goes into a fresh slot in a ring of 16,384, so color cycling stays exact even while the GPU is still drawing the previous frame. The GPU then draws the whole screen: the game turned upright and scaled to full height, the Chase! gadget panels down each side, and the wallpaper behind. The gadget panels are composed in spare CPU time a few times a second, and only the rows that changed are uploaded. To keep the GPU's picture pixel-perfect, a low-priority thread redraws every 20th frame on the CPU and compares the two pixel for pixel. If they ever disagree three times, the game switches to CPU drawing for good. So core 0 runs the main program, core 1 builds the screen, and core 2 handles the sound. The gadget panels and the picture check fill spare time on cores 0 and 1. The game never waits on the picture: if a frame isn't drawn in time it's skipped, and the game and sound keep running at the arcade's 59.6 Hz. #CoinOpGameStudio #Batrider #Raizing #PSVita
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THANK GOD IT'S FRIDAY!
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atrac17 retweeted
Following yesterday's short demo, today I am showing you the PSVita version of Chase. I like this better because the CPU behaves to my liking and achieves slowdowns properly in heavy areas, and it's my favorite version to play. I received some messages yesterday in terms of ideas towards a legal pathway to make this available. Obviously it's a free game, but I would have to share it in such a way to not breach copyrights. So still currently researching a legal pathway to make this available.
This is a short demo of something I worked on for the past few months on and off and more during the summer when I was travelling without access to my computer: youtube.com/watch?v=QDetNkc6… It's a remaster/ remix of Batrider called Batrider Chase! It does not use emulation at all, it started out as a decompilation effort and then transitioned into a reimplementation effort. I replaced the sound and graphics drivers too, and made the music stereo instead of the mono on the original board. There is also an option for custom soundtracks and redbook audio I intended to get to, but didn't. The backend is C++ and it is multiplatform. It works on N64 and Saturn (some frame drops due to the limits of the system) and it also works on PC, Vita and PS3 (Full game with gadgets). I did this project primarily for learning purposes to learn about decompilation projects. Having gone through the exercise, I did not see a legal pathway to releasing this, so it remained and still remains internal and amongst friends.
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atrac17 retweeted
This is a short demo of something I worked on for the past few months on and off and more during the summer when I was travelling without access to my computer: youtube.com/watch?v=QDetNkc6… It's a remaster/ remix of Batrider called Batrider Chase! It does not use emulation at all, it started out as a decompilation effort and then transitioned into a reimplementation effort. I replaced the sound and graphics drivers too, and made the music stereo instead of the mono on the original board. There is also an option for custom soundtracks and redbook audio I intended to get to, but didn't. The backend is C++ and it is multiplatform. It works on N64 and Saturn (some frame drops due to the limits of the system) and it also works on PC, Vita and PS3 (Full game with gadgets). I did this project primarily for learning purposes to learn about decompilation projects. Having gone through the exercise, I did not see a legal pathway to releasing this, so it remained and still remains internal and amongst friends.
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北斗の拳 (Fist of the North Star) 1986 / Japan / Toyoo Ashida ⚡️sound on⚡️
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Data East paved the way! In celebration of Stern’s 40th anniversary, we reflect on Data East’s most beloved pinball machines.
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🫧最新情報🫧 『#バブルボブル 4 フレンズNintendo Switch 2 Edition + スタードロップマウンテン』 新たなステージ「スタードロップマウンテン」を追加して 🎊2027年2月25日(木)発売決定🎊 高解像度化やカメラプレイにも対応📷✨ #バブルボブル40th 🔻発売中のSwitch版70%OFFセール中🔻
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40年越しですが、2ミスながらも奇々怪界を初ノーコン(1周)クリア出来ました♪ このゲームは青札(お札の射程距離up)をたくさん取るとゲームランク&ボスの耐久が上がり、仮にミスをしてもランクが下がらない仕様です。 それを考えて、青札は2個ぐらいで抑えつつ、危ないと思ったら水晶玉を使う立ち回りでクリアしています。 #レトロゲーム
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