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RIP Richard Cannon. :(
Richard Harrison, Star of Spaghetti Westerns and Sword-and-Sandal Flicks, Dies at 90 hollywoodreporter.com/movies…
LG tv users: litefin rules. The Jellyfin client for webOS is a disaster and will fail to use the TV’s own capabilities at random (forcing transcoding), meaning that on a low powered NAS just forget about 4k, HDR, Dolby Vision, etc.
Last time I tried to watch this for example it was a miserable experience to have Jellyfin play it back right, while on Litefin it’s worry free plug and play. Highly recommended!
pleno 2027 e a trend da bolha dev brasileira ainda é pedir pra gepetinho gerar um resumo engraçado das suas postagens. depois reclamam da implosão das ofertas de trabalho da área
The Lord of King 🇧🇷 retweeted
So basically, today PHP got two critical bugs that let anyone run code on your server without even logging in, which is bad, and then the details leaked before the patch was even out, which is worse, and it works on WordPress and MediaWiki and Magento and Joomla and Laravel, and Censys says like 1.5 million servers are running a version with no fix, so the NSA was like "take your system offline," and the FBI was like "take your system offline," and CISA and the UK and CERT-EU were all like "take your system offline," and then the Prime Minister of Japan, the actual Prime Minister, posted at 5:55 in the morning telling 48.8 million people to take their system offline, so everyone took their system offline, like the Dutch cybersecurity agency took its own website offline, and the Dutch parliament went offline, and the Port of Rotterdam went offline, and Finland and France and Denmark started pulling government sites, and Wikipedia went down, and Archive.org went down, and Asana and GOG and Something Awful went down, and the University of Vienna's webmail went down for some reason, and that's just PHP. Because GitLab also dropped a CVSS 10.0, which is the highest score they give out, for a bug that's been there since 2014, so that's every self-hosted GitLab for twelve years, and then LiteLLM 1.107.0 got hijacked and shipped a credential stealer and a remote access trojan in every single wheel and the Docker images, including latest, and you didn't even have to import it, just installing it was enough, and it's the second time this year, and then Railway paused every deployment on the entire platform because someone got into the environment variables, so now everyone has to rotate every secret they've ever stored there, and TiDB Cloud said someone was walking around inside with stolen credentials for basically a month and an extortion group says they took 10.6 terabytes, and Zeabur got breached for the second time in two months and is just shutting down, like the whole company, and Node.js patched remote code execution and a TLS bypass, and CISA says Plex is being actively exploited, and someone took over 300 Tor exit relays to steal SSH passwords, and SafePay ransomware has hit over 600 critical infrastructure orgs, and India's biggest bank filed a data loss incident, and Japan has been in an official state of emergency in cyberspace since October 9, which honestly explains the 5:55 AM post. Oh, and eMudhra, a certificate authority that's issued over 60 million certificates, whose entire job is proving websites are who they say they are, was supposed to be using private keys that are random numbers over a hundred digits long, and one of them was 4. Just 4. And the others were like 66 and 237. Anyway, it's Wednesday.
The Lord of King 🇧🇷 retweeted
#PCエンジン #pcengine #tg16 #retrogaming #rondo #draculax #castlevania #retrodev
Time to show some progress on this PC-Engine Dracula-X demo that has been over a year now in coding development. The fire effect and most of the foreground sprites were done a while ago. All these little things to make it feel like a game now, and not just a graphics demo.. way too much time. It's the little things that are time sinks. This still isn't the final version - need some more polishing.
I ended up doing more than I had originally planned.. and having more detail and things that were originally not calculated for. Yes, this is a PC-Engine.. no graphic chips or SuperGrafx here. But I did end up using more LUTs for the added detail, and expanded beyond my memory budget (512k CD RAM). I'm converting it over to Arcade Card for the required memory budget and to just make things a lot easier on me hahah.
Some interesting things here; the translucent fire layer and house layer take up the LEAST amount of CPU resource here. To the point where I would have so much cpu resource left, that I wouldn't know what else to do with it. But see that large wall section with the stairs? THAT part eats up soo much CPU resource. Part of that is my own fault because I wanted more detail than I had planned for that part (and I made the sin-wave effect more aggressive than it was supposed to be). You see how the background has all that sin-wave effects? The foreground in that large wall section.. is dynamically counter acting every single offset! I'm not gonna lie.. the idea is a little crazy. I'll post a video showing the tilemap section in a reply. On average, the cpu cost is like 55%.. but heavy areas like this average 70%.. and heavy spikes as much as 90% cpu usage! But it's still a rock solid 60fps.
Anyway.. this has been what.. 16 years in the making? I designed and spec'd everything you pretty much see here back in 2010. All the number crunching, total costs, design, effects.. everything you basically see here, I had already figured out back then. That's how I work.. without writing a single line of code.. I design the graphic effects and cpu costs all upfront. From there, it was just a matter of coding it up (the boring part haha).
Feels good to have it in a playable state. A proof-of-concept on paper.. to a proof-of-concept in action. 3 layers of parallax, translucency, and 60fps on a 1987 "8bit" console. Not bad.
FYI: If this was on the SuperGrafx.. this would be a cake-walk. By far. Maybe I'll do an upgraded SGX version too.
The Lord of King 🇧🇷 retweeted
Sorry for a somewhat long text, but I need to reiterate my anti-AI stance once again...
The Lord of King 🇧🇷 retweeted
Replying to @_9327201525691 @hena_R9
Yeah, PCE has three pixel resolutions; 5.37mhz, 7.16mhz, and 10.74mhz. Those are three pixels sizes. In combination with those, you can define how many pixels are active on a line - by units of 8 pixels. And finally, you can define how many lines a screen will have (up to 242 can be visible) - in units of 1 scanline. R-Type (JP) use 7.16mhz pixel dot clock and 352 active pixels on a line (out of the total 455 pixels - that includes hblank). 7.16mhz is ~139ns ram access. The vram memory on the PCE is 120ns, so it's faster. What the US version of R-Type does, is put a wait state on vram.. meaning it forces the VDC access vram twice as slow at 278ns.
How that affects sprites; all sprite pixels needed for showing on the line are fetched entirely in hblank. In terms of dot clocks.. to fetch all sixteen 16 pixel wide cells, it takes 4 pixel dot clocks (all measurements/timing can be represented in pixel dot clocks) per 4bit 16 pixel wide sell. So you need a total of 64 dot clock pixels to fetch all cells. In JP R-Type, 455-352 = 103 pixels of hblank. That's more than enough. Of course, some of those dot clocks in hblank need to be setting up the line.. so you can't use all of it for sprite pixel fetching. But what happens when you put vram into 1 wait state? Vram access now becomes twice as long.. so 64 dot clocks to fetch all sprites now becomes 128 dot clocks. To give it more room, if you run that setup, you need to give it more hblank time.
So the US version reduced the line down to 336 pixels active.. but that's still not enough; 455 - 336 = 119 dot clocks. You would need to drop down to 304 pixels wide to fetch all of them. 455-304 = 152 dot clocks.. and you need around ~20 more for the line prep stuffs. 336 dot clocks is not enough time.. it needs 32 more. And since vram is now running double slow, that means every 8 dot clocks to fetch a full 4bit cell.. so it 32/8 = 4 sprite cells are dropped. That means you can only have 12 sprite cells per line.. not the full 16.
AND on top of ALL of this, you need to "cull" sprites. That means removing sprites from SAT (sprite table) when they are off screen, because they get included in that cell count for the line! But the US Hucard, and the JP CD version, never bothered to fix the culling.. they assume the visible part of the screen is still the original 352 pixels wide. So on top of the reduced sprite cells per line, you also have off screen sprites (on the right-hand side) potentially causing even more drop out! Other IREM games that came to the US, like Ninja Spirit and others, don't have this vram wait state enabled.. only R-Type.
The Lord of King 🇧🇷 retweeted
ひとまずバランス調整とバグ取りも終わったので、10月11日の #MI68 用バージョンはこれにて完成とします! これ以上いじると危ないので💦 敵を皆殺しにする脳筋プレイでも、謎解きで迷わなければ20分以内には何とかクリアできる感じです💪
#Argophonia(アルゴフォニア) #MZ1500
The Lord of King 🇧🇷 retweeted
Fabian been playing with scalers on MegaDrive with some great results !, I almost feel sorry for him as I know what has now begun .. its a deep rabbit hole this one haha .. be careful brother 😉
MD / Genesis cannot do scaling they say... well.. 60fps at left and 30fps at right. Maybe Art of Fighting for MD @RheoGamer ? 😁✌️
The Lord of King 🇧🇷 retweeted
1982年発売の8ビットPC「MZ-1500」……その新作RPG 『#Argophonia(アルゴフォニア)』を現在制作中です! 最近は体験版配布に向けて面白みのない地味な作業を続けています😇
10月11日のMI68、31日のゲムダン14では実機を試遊できますので、お時間があればぜひ✨
#RPG制作デー #ゲーム制作
É sempre engraçado sair aqui do Belas Artes e ir ver os reviews que vão caindo no letterboxd... vi um maluco dando 1/2 estrela pra um filme supostamente chato que fez ele dormir. Era a exibição do remaster do Akira em 4k...
The Lord of King 🇧🇷 retweeted
Saiu na Folha @folha

ALT Tira de Laerte, em 4 quadrinhos. 1) Homem, mulher e criança correm e entram por uma porta blindada, que dá para um lugar subterrâeno. Texto: “QUANDO O MOMENTO CHEGOU” 2) Homem, mulher e criança sentados numa sala pequena, olhando uma tela de TV, cercados por prateleiras atulhadas de latas e pacotes. Texto: “FOMOS PARA O ABRIGO” 3) Mesma cena, mas o homem e a mulher estão velhos, com cabelos brancos, o homem com longas barbas brancas. A criança é um homem adulto, ainda sentado no colo da mãe. As roupas são as mesmas, agora gastas e rasgadas. As prateleiras estão quase vazias. Texto: “AGUARDAMOS 45 ANOS” 4) Homem velho, mulher velha e homem adulto saem pela porta blindada. Texto: “E PRONTO.”






















