Falco Girgis
@falcogirgis
Sega Dreamcast developer on a quest to correct the timeline of video gaming history. Working on the modern, open-source indie DC SDK and library OS, KallistiOS.
Diddy Kong Racing: #Nintendo64 Original vs our WIP #SegaDreamcast Port It's been so long since I played on N64, and I've had my head down so deep in the code, fighting for every 0.1FPS win, that I had started to lose sight of how our port even compares... Reality check. #gamedev #retrogaming
Look at this asshole taking the whole game down by 5FPS as soon as he starts shuffling them pork-chop legs... W T F!? 🤣
Honestly gotten to the point where even my most insane engine stress tests--banging into everyone I can on taxing levels with reverb + overlapping SFX--I cannot get it to drop a single frame anymore for every single regular race. Wizpig on the other hand... Don't know why yet, drops a few FPS. 😭
The left is the original loop running on the N64's RSP, which is a part of the DKR decomp. The loop on the right is the fully FPU'd out, vectorized, unrolled, prefetched, SH4ZAMified, SH4 accelerated equivalent, achieving a speedup of 1.5x on DC! #programming #simd #vectorization #embeddedsystems
Been working ALL DAY to optimize and vectorize REVERB DSP effects for our #DiddyKong Racing Sega #Dreamcast... except the effects are emulated purely in software on our SH4 CPU. The SH4 was an absolute beast. Check out the entire reverb algorithm for it in the response! #retrogaming #gamedev #n64
Comparison video of how our #DiddyKong Racing port ran on the Sega #Dreamcast when it was first previewed by TheSegaGuru on YouTube, versus 24 hours later with Bruce and me optimizing and vectorizing the crap out of it for the DC's SH4 CPU. GAINZ!💪 #mariokart #n64 #retrogaming #gamedev #homebrew
Been working my ass off on #DiddyKong Racing for the Sega #Dreamcast! I've optimized and vectorized the audio synthesis and mixing tasks that the N64 originally offloaded to the RSP, but we're having to emulate on our main SH4 CPU! #gamedev #retrogaming #n64 #mariokart
12 hours since I've been given access to the #DiddyKong Racing codebase for the Sega #Dreamcast port, and I've already managed to create an "incident" worthy of the scrapbook... The gainz from accelerating the trig routines for the SH4 were so big, their necks got swole too! #gamedev #retrogaming
OH MY GOD, IT'S FINALLY HAPPENING!!! #DiddyKong Racing, the definitive #N64 kart racer, is coming to the Sega #Dreamcast! This is a direct HW capture recorded from my first time previewing Bruce's initial build! It's looking amazing already at this early stage! #gamedev #retrogaming #retro
The most cursed macro I've ever written... now you can use C11's _Generic() selection mechanism from either modern C or C++ to implement function overloading by type! #cplusplus #cprogramming #metaprogramming
Presenting #Runescape Classic... coming soon to the #Sega #Dreamcast! Featuring a real-time day/night system with dynamic lighting, online connectivity, mouse + keyboard (and even dual analog stick) support, NTP-based system-time synchronization, and much more! #gamedev #retrogaming #osrs #mmorpg
Direct hardware capture of jnmartin's #Sonic R port running on the Sega #Dreamcast, now featuring online cross-play between Windows, MacOS, Linux, and DC players! #retrogaming #gamedev #sega
jnmartin and I are revisiting our port of #MarioKart 64 to the Sega #Dreamcast and are prepping for a rerelease. He's offloaded all audio processing to our SPU and redone the renderer, while I've gone and optimized all of the math and vector routines for BIG FPS GAINZ! #retrogaming #n64 #gamedev
DEAR GOD WTF!?! Accidentally screwed up the matrix math trying to vectorize the skinning routines for our port of Ocarina of Time to the Sega #Dreamcast, looking for gainz on our SH4 CPU. RIP Lon Lon Ranch. 🤣 #zelda #n64 #gamedev #retrogaming
200% gainz relative to the best performing scalar implementation (with every optimization flag in the book enabled), using my own hand-rolled, SH4 ASM optimized, vectorized FFT implementation... for the Sega #Dreamcast. github.com/gyrovorbis/s... #fft #math #retrocomputing #simd #dsp #gamedev
Our port of #Sonic Mania to the Sega #Dreamcast is nearing completion! Here's 2 minutes of footage captured directly from my physical DC! Stand by for the Blue Blur's epic return home to a #Sega console! @sonicfreak94.bsky.social #retrogaming #gamedev #gamedevelopment #indiedev
Presenting FFFFTT--(F)ast (F)ourier (T)ransform (T)esting--captured from my Sega Dreamcast! github.com/meisei4/fffftt Real-time digital signal visualization demos--including CD audio playback support--with SH4 accelerated FFTs by yours-truly! #retrogaming #dsp #math #graphics #gamedev
Direct hardware capture of a scene from #ResidentEvil 4 recreated within the PH3NOM engine, running on an actual #Sega #Dreamcast! This was after only a week's worth of hacking too! Unbelievable! #re4 #gamedev #retrogaming
MASSIVE UPDATE ON OUR #SONIC MANIA PORT! Here's a series of hardware captures taken directly from my #Sega #Dreamcast! Thanks to jnmartin and the crew, the 3D stages are all now running fullspeed!!! #gamedev #indiegame #retrogaming
Direct hardware capture taken of me testing out matrix and linear algebra optimizations I've introduced into our Legend of #Zelda Ocarina of Time port... RUNNING ON THE SEGA #DREAMCAST!!! #gamedev #retrogaming #n64 #oot
Vectorized, HW accelerated #FFT algorithm for my SH4ZAM fast math/linear algebra library targeting the Sega #Dreamcast's SH4 CPU. Screenshot is a single frame capture from my DC visualizing the frequency domain output of a song in real-time! #simd #cplusplus #retrogaming #signalprocessing
Two builds of #MarioKart 64 running on the #Sega #Dreamcast. Top is release using our stock GLdc driver for graphics. The bottom is an experimental build I have optimized with my accelerated math library, SH4ZAM. Community gainz are coming! github.com/gyrovorbis/s... #gamedev #retrocomputing
Here's the world's very first look at the #Simpsons: Hit & Run... FOR THE SEGA #DREAMCAST! Developer, maximqad, has decided to undertake this insane porting endeavor, and while it currently runs like ass and needs extra RAM, that's better than GTA3 DC was at this stage! #gamedev #retrogaming
Just got some new decorations for the office/home lab. #sega #dreamcast
Today's update on the #SonicMania port to the #Sega #Dreamcast... while our leader is fighting the uphill battle to implement the per-pixel/per-scanline visual effects, I've been... errrr... laying the foundation for the goodies we plan for our Visual Memory Unit. 🤣 #gamedev #retrogaming #sonic
Omg I actually think we’re on the same page largely! Im writing this C++ proxy class that’ll let me store as an FP mat that i can use FTRV with on the SH4, but then keep having the game code treat it like fixed point for now. The “shz” conversion is to my SH4 fast math API matrix type.
#SonicMania Plus for the #Sega #Dreamcast finally has audio! Here's a 2 minute direct hardware capture of me playing the latest build of @sonicfreak94.bsky.social's port on my actual DC to hype up the Blue Blur's epic comeback to a Sega console... where he has always belonged! #retrogaming #gamedev
The next #Nintendo64 classic has just hit the Sega #Dreamcast! Here's over a minute of #SuperMario64 gameplay, captured directly from my DC! To convert your N64 ROM into a DC image, follow the link to the web-based builder on the GitHub repo: github.com/jnmartin84/m.... #gamedev #retrogaming
Jesus CHRIST, he's done it again... Mad Sega #Dreamcast scientist, Esppiral, has taken another step towards correcting the timeline of gaming history by getting #VirtuaFighter 4's "Temple" stage rendering on a stock Dreamcast... this is a direct HW capture! #gamedev #retrogaming #retrocomputing