I'm Saxman, and I've been around forever. I have an opinion about everything, whether people want it or not. I command you to follow me. Foollloooow meeeee...

The United States of America
Joined April 2009
Remember when this came out and people trashed it? This is no worse than most of the "incredible" ports we keep seeing. But AI isn't necessarily the enemy -- in fact, it's an easy target. No, it's rushed effort to get something going that is at the heart of these disasters.
I JUST PORTED SONIC 1 TO THE GBA USING AI — THIS IS GENUINELY INSANE. 🦔 I fed it the original Mega Drive disassembly, got it running on GBA hardware — even added a new mode with the Spin Dash. 🎮 This being real is so exciting to me — we're literally living in the future. 🚀
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32X emulators typically run as much as ~33% faster than the real thing. Consider that next time you watch a video of one of these "amazing" ports. There's a lot of misleading advertising going on, and far too many people haven't caught on yet.
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m.youtube.com/watch?v=zPLkgR… What I think gets missed a lot when discussing SVP is there's no way to test a game on the actual chip. Best you can do in 2026 is use emulation/FPGA, which has limited accuracy. So for most of us, there's not much incentive to develop for it.
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It'll be interesting to see how bootleg makers handle SRB32X 0.3 with its >4MB ROM size. And I'm not overly offended by the bootlegs, by the way (though it'd be nice if they used decent designs!). But you don't see many of these (yet) for games that require bank switching.
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Why do programmers constantly use long if/else structures in places where a switch would work? Switches are both cleaner and faster. It's very much a pet peeve of mine. Write better code!!
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Wonderful! Was always a fan of this style for early '90s Sonic. I copied this style when learning to draw Sonic. He looks so genuinely "cool" to me. Brushed coloring and shine was always a nice touch. Thanks to Brian Penry for the print, and Andy Wolan for the arrangement!
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Saw Transformers for 1000th time. Still amazing. Still sad. Still no explanation for why Ultra Magnus couldn't open the matrix.
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The most one-sided game of Mille Bornes I think I've ever played (and at my expense). My favorite card game, but my luck with it is terrible.
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I'm fine with Optimus Prime's fate in the movie. Yes, it stings in one respect, and the show suffered afterward. But at the same time, what an EPIC movie! There should never be apologies for it. It's such a "new generation" thing to do. (Sorry, no offense.)
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There's a trend to create fake 32X Sonic fan games. There's Project 32X: Sonic Mars, and now also Sonic 32X. I'm not giving commentary one these. Haven't played them. Maybe they're good? All I know is I find the naming part of the trend to be odd. Why confuse your audience?
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And now for something that actually works, done by someone who doesn't have to pretend he didn't use AI. I can think of no better platform to port the original Sonic the Hedgehog to than AGA Amiga! m.youtube.com/watch?v=B3htbB…
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During 0.2 development, I started doing copper skies, trying to be authentic to PC skies. After showing my first conversion (left) of Techno Hill to SSNTails, he wondered why I didn't take full advantage of the feature. For the second try (right), I went all in. Which is better?
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I don't plan to advertise every release of every emulator, but this one will probably be the minimum requirement for SRB32X 0.3. Fixes RLE graphics issues, which directly impacts the next game release. As a bonus, Jgenesis now supports Sega CD 32X games! github.com/jsgroth/jgenesis/…
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Vibe coders are the type of people many of us oldbies used to be 20+ years ago. We couldn't write code, so we asked people to do it for us (guilty!), or we used Klik & Play. And there was a *lot* of Klik & Play garbage! AI is an amazing tool, but don't settle for crap output!
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This looks so good! Jorge is the master of shadow/highlight on the Genesis!
My shadow casting tech works even for an isometric kind of game! Some trickery and algebra needed but nothing that a blast processing can't handle!! What kind of game would it fit? #megadrive #pixelart #gamedev #rendering #videogame #retrogame #shadow #isometric #scifigame
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People who go around shaming anyone who DARES to use gen-AI for anything at all are jerks. ... but when using it to show off "ports" of games that play like garbage, I find myself also wanting you to also stop using it! Yay, everyone's mad at me! Have a good night. =P
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** Sega Genesis 3D engine update 8.5 ** A smaller update - Scrolling left or right of the sprite based background is implemented along with X camera shifting of the 3d plane. The Exodus emulator has been used with sprite boxing enabled so you can see the background sprites making up the object ( their outlines ) and how they move to tilt the image . The background is made up of 112 sprites (51 are multiplexed in that number as the Genesis is limited to 80 without mulitplexing eg basically re-using sprite hardware as the screen is being drawn ) . In a 6 x 17 sprite grid of 16x32 pixel high sprites. If the tilt affect was not neccessary or only 1/2 the angle of tilt effect was needed, I could get away with 1/2 the number of sprites and just used 32x32 sprites instead. I think the tilt effect adds a bit to movement however. This is very similar to how a Neo Geo would build its backgrounds up - in 16 pixel strips however its sprites are tall as the screen or more but the concept of making backgrounds up in 16 pixel wide strips is similar. The NG uses sprites to build any background layers required. Here on the Genesis the reason is rendering is much faster using both the 3d planes and using a total sprite background for this engine. Initially i had a lot of things breaking when I tried to move the camera in the X dimension much , as i'd optimised the vertex transform path heavily and once beyond a certain camera offset the X value was wrapping around causing a lot of breakage in the rendering. Thankfully solved that issue without marginal impact to cpu . It still needs work , perspectives are a bit wrong etc but it won't be hard to fix. Also found some rendering speeds ups, about 8% by optimising fully onscreen quads and optimising the clearing of the frame buffers more efficiently. @TonimanGalvez has been hard at work on HUD elements and more 3d models so will have something to show for that soon. #SGDK #SegaMegadrive #SegaGenesis
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Now, both Jgenesis and PicoDrive run this successfully without hiccups! Not bragging, but I'd be lying if I said I didn't love having influence on 32X emulators with the bug reports I've made over the past 1.5 years! More importantly, it ensures the next release runs properly.
Not a single emulator out there renders this 100% accurate to hardware at the moment. Ten RLE lines at the top, ten RLE lines at the bottom, and 204 lines of direct color, all in one frame. And it's going in the game! I wonder if @GamesCareBRA will end up having issues with it?
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Amazing! I'm a fan of Stallone. He's iconic, and has an amazing story of coming from nothing and making it big. First time in a long time that I actually want to see a new movie! You: This isn't a Sonic thing... Me: Shut up, fool! It's Rocky time. m.youtube.com/watch?v=V_g_Ut…
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