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Song written by a friend, but I wrote and arranged all the guitar parts and recorded them in a one day session. Not bad for a demo, if I do say so... maybe @rickbeato will like it better than the current Spotify charts 😅
Tinkering with a new feature for MegaDrive 240p Test Suite. A bounce pattern that switches from the 320 monoscope to the 256 monoscope back and forth.
This will help CRT users to visualize the difference between SNES and MegaDrive while setting horizontal center, while also being useful for scalers and emulators to ensure those are doing what they're supposed to be doing.
It needs a bit of cleaning up, but should be ready to submit to Artemio for inclusion at some point in the future.
It made me think of PCE/TG16 so I will be revisiting that over the next few days.
This turned out well enough that I might keep going. We'll see how the upload looks, so I'm reserving judgement until I'm satisfied that it's worth looking at.
Keith Raney retweeted
Vibed up Dreamcast port run like shit? Trying to push polys like Shenmue, but wind up looking like Final Fantasy 7 for PS1? Is your weak SH4 math game holding you back from realizing your full potential on the little white box of dreams?
Well fret no more, fellow DC devs, cuz SH4ZAM v0.10.0 just released, and we're bringing the GAINZ!!!
1) New optimizations for many of the most critical XMTRX-based matrix transforms and more!
2) New accelerated routines for the scalar, vector, quaternion, matrix, and XMTRX APIs.
3) C and C++ minimum language version requirements drop to C11 and C++17 (for all you dinosaurs out there), with extra goodies being added for C23, C++20, and C++23, which are now optional.
4) Swap between SH4 accelerated and fully SW-based back-ends at compile-time now, for troubleshooting potential bugs or for just flexing the FPS diff with and without GAINZ.
5) Initial Cell Broadband Engine SPU back-end added for bringing the GAINZ to the Sony Playstation 3 (by Fancy2209)
6) Nintendo Gamecube and Wii support is now out-of-the-box with the software back-end via libogc(2), with plans for an accelerated back-end specifically for the Gekko PPC CPU in the future.
7) MinGW-w64 compiler support with CI verification.
8) New AI/LLM-friendly documentation, so all you vibers out there can direct your audacious little clankers to sh4zam.com, where they can HOPEFULLY learn how to use my shit properly now. ;)
9) Critical bugfixes since previous release.
GET IT WHILE IT'S HOT:
github.com/gyrovorbis/sh4zam…
Keith Raney retweeted
It's finally happening! Scarlet Deer Inn is coming to Nintendo Switch on October 29! 😊
Keith Raney retweeted
Hello everyone! So my port of Contra Force to the snes, and which i've converted to use the SA1, works perfectly on Mesen, ares, bsnes, snes9x, mister, but on real hardware the gameplay hangs lol. Sucks I cant debug on real hardware to see why the sa1 flag is not resetting, and the snes cpu is stuck in an infinite loop. But I wanted everyone to know i've been trying to figure this out for days, because once I get past the hurdle with real hardware, I'll begin the MSU-1 portion of the port. :-)
Sim City SA1 is working well so far!
I feel a little clumsy with the mouse, but I need some practice.
After tinkering with that, I tried the FastROM Castlevania 4 and wow, that seems so smooth right away. Can't wait to check everything else out!
@HackerVilela
I'm wondering if I can use this as a first stage to bake in fake real time lighting into my main character sprite in a MegaDrive game. It would certainly balloon the space required for the sprite sheet, or I'd have to load different ones for distinct areas. Interesting possibilities.
Keith Raney retweeted
Been working on a custom tool for pixel art normal map and luminance mask generation/editing.
Thinking of releasing it for free under an open-source license.
Would any gamedevs be interested in this?
Whenever I see SNES emulator footage now and it's stretched to 4:3 incorrectly... I can just feel it. 2% too wide is now super obvious to my eyes.
Keith Raney retweeted
I'd once again like to recommend Record of Lodoss War: Wonder Labyrinth. It's a multiplatform (Switch/PS4/PC) Symphony of the Night inspired 'Metroidvania' for anyone looking to scratch that itch.
It's very underrated, overlooked and also based upon one of my favorite anime. 🙂
The potential here in terms of performance and mouse support has got me shopping for an FX PAK Pro, something I never thought I would justify.
Everyone should be thrilled for this on its own merit as well as how it pushes SNES homebrew forward.
Today is YouTube day!! This video I share how I'm running SNES CPU and SA-1 CPU in parallel to make SimCity SA-1 run over 10x faster than the original game.
Full video: youtu.be/qQOyd0FmG44
Keith Raney retweeted
Today is YouTube day!! This video I share how I'm running SNES CPU and SA-1 CPU in parallel to make SimCity SA-1 run over 10x faster than the original game.
Full video: youtu.be/qQOyd0FmG44
I saw Digger on Monday in IMAX and I've enjoyed watching the tide turn this week... it really is a generational movie.
What left me sitting through all of the credits was a profound sense of embarrassment that I ever believed art was supposed to "make a difference"
Aim for that, and you'll likely only ever create propaganda.
Keith Raney retweeted
Japan ran NTSC without the black pedestal, and a set from the wrong country shows it...
In American NTSC, black is not the darkest thing the signal can carry. The picture sits on a pedestal 7.5 IRE units above the blanking level, so there is a small step between "no picture" and "black picture". The margin existed for the receivers of the day: it kept genuine black clear of the blanking and sync region, where a set's clamping circuits live.
Japan used the same 525-line system and skipped the pedestal. ITU-R BT.470, listing the difference between black level and blanking level for System M, notes that in Japan a value of zero is used. Black and blanking are the same level there, as they are in the European systems.
That sounds like a detail until you feed one country's signal to the other country's set, because a receiver does not measure where black is. It subtracts the setup it expects. Send an American signal to a Japanese set and the set treats blanking as black, so the signal's 7.5 IRE pedestal arrives as dark grey and every shadow in the picture is lifted. Send a Japanese signal to an American set and the set removes a pedestal that was never there, pushing the darkest parts of the picture below black, where they clip together.
The three panels here are the same night frame through the same chain of the AnalogTV app, with only the set changed. Measured on the darkest quarter of each picture, the matched pair sits at 34, the American signal on the Japanese set at 44, and the Japanese signal on the American set at 25, on a scale where white is 255. The middle one is the milky look of a picture whose blacks never reach black; in the last one the darkest parts of the picture start to clip together at black.
Keith Raney retweeted
Not my usual post, but fans might find some enjoyment, considering the upcoming game.
This is a Castlevania timeline I designed a months back, following official information. Also includes little things like brief development history. It's immense, so check the replies.

















