
Personal Account: @Shadowth117Neo Just your friendly neighborhood modder.
United States
Joined May 2015
- Tweets4.2K
- Following298
- Followers632
- Likes30.9K
Shadowth117 retweeted
If your decomp/recomp is worse than emulation btw there is no reason to upload it.
Giving games a native PC port through this is supposed remove obstacles that come with emulation and make the game more accessible.
If it’s worse than emulation you did a bad job. objectively.
Shadowth117 retweeted
Did some more research and figured out how the animation format for the tile animations works in #NiGHTSintoDreams.
The animations are part of the terrain file data. Here you can see the GRDALPS (aka Spring Valley) terrain.
The original Sega Saturn animation system directly replaces the tile textures in VRAM via DMA. A single tile texture is 24 x 24 pixels (with 16 colors).
I replicated the animation system in unity via texture arrays.
Disclaimer: All visuals belong to Sega. This is a technical demonstration purely for science and research.
Shadowth117 retweeted
I've made some english versions of my info graphics to help you prepare for the innevetable Pokémon Bank shutdown on the 26th February 2027.
Get your Pokémon and Shinys on Home before its to late!
Please share and repost!
Many tech-illiterate people have been incorrectly bashing on Minecraft PC's new RTX 2060 and RX 5600 XT's GPU recommendations.
We have the exact same GPU recommendations at RPCS3. Why? Because they're the oldest entry-level GPUs with active driver support.
You hit a driver bug and need support from the vendor? These are the oldest architectures they will ship a fix for. Want to optionally use new API features/extensions for increased performance or new graphical features? Need drivers that support them.
Mojang's decision to move to a Vulkan render, like all modern console emulators, comes late but is completely correct.
People complain about developers not wanting to optimise their application/game, but this change is exactly about that.
Using Vulkan allows them to push previous optimisation limits to optimise Minecraft's renderer even further. Vulkan moves a lot of the optimisation burden from the drivers to the application/game. That's due to the low-level nature of the API and the amount of features and extensions it has. This is especially good for cases where the OpenGL driver is of very poor quality, such as on Intel GPUs and mobile platforms.
Contrary to OpenGL, which is a finished and stagnated higher-level API, Vulkan is a lower-level, more complex API with very active driver development, which sometimes introduces driver issues. We know firsthand how important driver support is: we've already reported many driver bugs to different vendors that have been fixed, some that we couldn't workaround.
So, does that mean you need a GPU that powerful or that recent to run new versions of Minecraft PC now? No. You can use older and/or weaker GPUs that support Vulkan 1.3 such as a GTX 950 or a RX 460. It's just not recommended, as you might miss out on new optional optimisations or fixes that need newer drivers, it's as simple as that. Recommended requirements are not minimum requirements.
Welcome to the @VulkanAPI, @Minecraft.
The fact that there needs to be a guide this long for it is the entire problem. You want to know how splitscreen works on the original Halo trilogy?
Plug in a second controller. Start the game.
Shadowth117 retweeted
The Doom games are impressive because idTech has high control over how the renderer worked with the GPU, which allowed great performance despite huge levels with many enemies and without frequent asset stream hitching.
It's hard to get that with a one-size-fits-all solution.
Replying to @FSAPOJake @TafferKing451
So in other words; less resources to be wasted on a game engine and more spent on making good games. Got it. Unreal is fine, stop being so weird
Just to show you how scummy Sony is being with this news.
They anticipated their numbers would drop through people protesting/boycotting by canceling Ps Plus and pre-orders but they won't have to show their numbers to investors until the end of September.
Their next earnings call is July 31st however it only covers up to June 30th. They planned this out perfectly to drop it on July 1st for this very reason. The numbers dip early July, they have over 2 months to watch them HOPEFULLY recover as the deperate gamers crawl back and the investors see that Sony moving away from physical games didn't hurt anything.
Keep this is mind as we move forward. Sony is betting on you caving and crawling back to them in the coming weeks. Oh and so are the investors.
Shadowth117 retweeted
Hello outlaws! Jennifer Gibbons, VP of the Entertainment Software Association said Minecraft community servers are ILLEGAL. Thank you for lying about the law to the California Senate in public, it lets everyone see what we've been up against.
youtube.com/watch?v=RgmtdeBI…
Video game lawyer Haley MacLean discussed concerns regarding Unreal Engine 6's generative AI integration.
It could give publishers leverage to void contracts with developers: 80.lv/articles/video-game-la…
Video by @MinnMaxShow
Shadowth117 retweeted
Hey, did YOU cheat in the Dream World?
...If you did, we need your help! If you ever used a tool called "DW.exe" or "DreamWorld.exe", you might have a file called "results.txt" that contains valuable data we need to fully restore the Dream Islands! (1/2)
最近のゲームはどれもこれもスゴイな。圧倒される。ガンダムのゲーム作れって言われてもこれよりカッコイイゲーム作れる自信ない。まあ、言われないけど。
それでもこれを見て「俺の方がカッコイイガンダムゲーム作れる!」って思える若い人には是非頑張ってほしい。それも見たい。死ぬまでにお願いしたい。
Shadowth117 retweeted
I GOT THE DOMAIN! I FINALLY GOT IT!!!!!!!!!!1 🥳🎉
Paint.NET is now at paint.net!
Well, it will be just as soon as I push all the buttons to migrate content and set up redirects from getpaint.net etc. For now it's just a "hey go here" redirect page.
Shadowth117 retweeted
‼️ After the MSRC blog post about Nightmare-Eclipse, researchers are coming forward with their own MSRC horror stories.
The response from the security community isn't going Microsoft's way. As they’re not backing Microsoft.
Gabriel Landau, a well-known Windows security researcher, says he reported a Device Guard bypass with a 90-day window. MSRC told him it met their bar and they'd fix it, then asked him to hold disclosure for extra months. He agreed on the condition they issue a CVE. They patched it silently, decided after the fact it "didn't meet the bar," and never issued the CVE. In his words: "MSRC strung me along for a few extra months to keep me quiet, then broke their word."
Another researcher, rootsecdev, says he responsibly disclosed a legacy-auth flaw that allowed password spraying while avoiding smart lockout. Five months later, MSRC replied that it "doesn't meet the bar for servicing," silently fixed it, and closed the case.
Microsoft's post was meant to defend their coordinated disclosure policy. Instead it became a thread of researchers explaining why they've stopped trusting their process.
‼️ Microsoft has responded to the recent wave of public zero-day disclosures tied to Nightmare-Eclipse.
In an MSRC post titled "A shared responsibility," Microsoft addressed RedSun, UnDefend, BlueHammer, YellowKey, GreenPlasma, and MiniPlasma, saying the vulnerability details were not shared with the company before release.
That claim is contested.
Nightmare-Eclipse says at least BlueHammer wasn't a blindside. In an April 15 signed post, the actor said MSRC was fully aware of the disclosure, that a case had been filed and dismissed, and that Microsoft knew another disclosure was coming.
Microsoft's new post gives no per-CVE timeline. So right now, the public record has two conflicting versions.
Microsoft never printed the handle "Nightmare-Eclipse," but by naming all six vulnerabilities it left no doubt who the post was about.
The company says its security teams have been working "around the clock" to assess impact, protect customers, and ship updates.
It also says its Digital Crimes Unit will keep pursuing the actors who weaponize these exploits and those who enable them.
The case for coordinated disclosure is straightforward.
The point of giving a vendor advance notice is not to protect the vendor. It is to protect the people running the software.
Patch before PoC means defenders get a head start.
PoC before patch hands it to attackers.
That does not make the tension one-sided.
Researchers walk away from coordinated disclosure for reasons: slow fixes, disputed severity, no credit, no payment, broken trust, or deleted reporting accounts.
Nightmare-Eclipse claims Microsoft revoked access to the MSRC account used to report bugs, wiped it, and ignored requests for an explanation.
Microsoft's post does not address that claim directly.
It says only that it still welcomes submissions from anyone through its public researcher portal, regardless of past interactions or reputation.
Both things can be true at once.
A vendor can have a real duty to treat researchers fairly.
And a researcher can still be wrong to burn the disclosure process in a way that arms criminals.
The friction between those two points is exactly where users get hurt, and it's exactly why disputes belong inside proper channels, even after the relationship breaks down.
Shadowth117 retweeted
『METAL SLUG』の開発中、魔法使いと呼ばれていた天才プログラマー、ANDY君が作ったドット絵エディター『キャメル』。
それは、まさにドッターたちにとって、夢のようなツールでした。
その名前は、当時ANDY君が好きだったタバコ『Camel』から取ったもの。
ツールのアイコンには、タバコのパッケージに描かれているヒトコブラクダ『オールドジョー』を、ANDY君自らドット絵で描き起こしたものを使っていました。
アイレムで使っていたドット絵エディター『さだやんペイント』には、『海底大戦争』でSUSUMU君が表現していた水中背景の揺らめきのような、ラスタースクロール表現を簡単に作れる機能があったんです。
その機能は『キャメル』にも引き継がれており、『METAL SLUG』でも、砂漠の遠景を陽炎のように揺らす表現などに使っていました。
その機能を使い、さらに一歩踏み込んだ表現として作られたのが、UFOが放つトラクタービーム等のエフェクトです。
トラクタービームの絵は、ビームの形と重なる背景の絵をそのまま使い、その絵のカラーパレットを、発光して見える数種類のカラーに入れ替えながら、さらにラスタースクロールをかけることで、ビームを通して見た背景が揺らいで見えるように表現しているんです。
このエフェクトを作ったのは、ドッターのTOMO君なんですが、UFOと背景の座標を完璧に一致させないと、なんちゃって半透明に見えなくなってしまうので、TOMO君は敵配置担当のmeeher君に、こう念を押しました。
「ビームエフェクトを1から作り直しになってしまうから、UFOと背景の座標は絶対に変更するなよ!」
すると、meeher君は、
「わかった、絶対に変えない」
と言っていたんですが、数日後UFOの位置を変えてしまいます。
meeher君は、TOMO君が、とんでもない手間を掛けてあのエフェクトを作っていたことを理解していなかったようで、めちゃくちゃ怒られていました。
あの頃のTOMO君はスケジュール度外視で、納得がいくまで時間を使ってしまうドッターだったので、通常の担当作業に組み込むのは難しかったんです。
そこで、後輩たちの絵の手直しや、クオリティアップに繋がる作業を、やりたいようにやらせていました。
手が遅くても良い仕事をするクリエイターには充分な時間を与え、作品全体のクオリティアップに努めてもらう。
そういう贅沢な人員配置も、メタスラの拘りの一つかもしれません。
あの半透明に見えるエフェクトは、そうやって時間を気にせず動ける存在と、『キャメル』があったからこそ生まれた表現なんでしょうね。
#METALSLUG #PixelArt #retrogaming
Shadowth117 retweeted
The Forsaken Hunters - Nightreign Mod is now available on Nexus Mods; feel free to share it.
nexusmods.com/eldenringnight…
Shadowth117 retweeted
Just throwing it out there that the lane is wiiiiiiiiide open for a tech company to get insanely rich by just replicating the 2010 version of big websites like Google while explicitly stating that they hate AI.
Google Search as you know it is over
"Instead of returning a simple list of links, Google Search will drop users into AI-powered interactive experiences at times."
techcrunch.com/2026/05/19/go…
Shadowth117 retweeted
You've seen ESA's response to the Protect our Games Act, now see our counter-response:
The industry is lobbying against @StopKilingGames again.
Entertainment Software Association (lobby) is opposing AB 1921, California’s Protect Our Games Act, with the usual arguments: “games are licensed,” “servers are complicated,” “security risks,” “too expensive.”














































