XtraSmiley (@Xtrasmiley) profile picture

Often described as a guy with a weird sense of humor. Like a Zach Galifianakis who’s not funny.

Crazyville, USA
Joined September 2010
Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)Photo by XtraSmiley (@Xtrasmiley)
Replying to @Xtrasmiley
@xtrasmiley.bsky.social
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We're getting PAPRIUM...for SNES. What a timeline we live in. And apparently no special chips, not even for the music. Demo below. neoprium.itch.io/snesprium
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It's officially official! I've added to @ArtPixels305 full #Holo3DFX Nintendo NES console replacement label sets with an option for custom serial numbers. This is for the OG front loader / toaster NES model. They are available in both 'Black on Holo' and 'Holo on Black' types. Link in comments! Note: Top-loader AND Famicom coming next week! #NintendoEntertainmentSystem
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XtraSmiley retweeted
[Giveaway] Win a Truxton Sukajan (Size L)! Like & repost this post, then share your favorite Truxton memory to enter! 🏆 Winner announced on November 8! 【プレゼントキャンペーン】TRUXTON(TATSUJIN)のスカジャン(日本サイズL)を当てよう! いいね・リポストして、TRUXTON(TATSUJIN)の思い出をシェアして応募しよう!🏆 当選者は11月8日に発表! Learn more about the jacket : kumagumi.com/product/truxton… kumagumi.com/jp/product/trux…
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XtraSmiley retweeted
Fox: Why are you here this morning? Trump rally attendee: Well, in the late 70s, I was a little too young to go to South America for the Jonestown Massacre. But this is as close as I'll ever get, so that's why I'm here. There's nothing like seeing a cult right up front.
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Dactyl Nightmare arena test. 3DS port, original Amiga and DOS source. As a reminder: Time Traveler is LIVE at paisleyboxers.itch.io
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XtraSmiley retweeted
Next release I'm cookin up for yall is wild
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Vampire Savior Arrange has been updated to rc4. 🧵 It's one of the arranged editions in Capcom's 2005 PlayStation 2 Vampire: Darkstalkers Collection, and it never had an arcade release. We rebuilt it as a CPS-2 arcade game.
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XtraSmiley retweeted
“Honey we can’t buy eggs, we have to set aside $7 to bomb the kids in Gaza. Remember?” Abdul El-Sayed is absolutely crushing it. This is the most brilliant ad of all time 👏🏼
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XtraSmiley retweeted
Halloween Limited Edition 2026 Available until November 1, 2026 at krikzz.com #krikzz #everdrive #halloween #limited
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XtraSmiley retweeted
メガドライブのメルヘンメイズがほぼ完成したので、最後の仕上げに起動時のセガロゴを作ってみた。 8MiBの大容量なので無駄に3種類も作った。 Mega EverDrive PROがまだ届かず実機では未検証だけどね🙄
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XtraSmiley retweeted
It's a shame the FPGA emulator scene is flooded with AI slop, but it won't stop my work. I'm still passionate about boards and chip architectures, because software analysis and measurements have limits. I just want to automate tasks that don't need humans so I can contribute more
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XtraSmiley retweeted
sd2snes+ 2.18 is out 🎮 • File manager: copy, move, rename, delete folders • Saves screen, per-game options, parental lock • Xeno Crisis and DOOM (Super FX 3) at full speed • SNES Mouse, NES music player, 日本語 and 中文 SD2SNES & FXPak Pro 👉 sd2snes.ludufre.com
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More this week: Street Fighter Alpha 3 English restoration rc4, Super Street Fighter II EX rc9, Grand Master Challenge rc3 and Vampire Savior Arrange rc3. Portrait and stage fixes, plus new Arrange fixes for Huitzil, Dee, Donovan and Pyron. arcadepatches.com/
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Ultra Street Fighter II rc3 is out, with a big round of fixes. Violent Ken's meter, six-hit sequence and dash trails. Evil Ryu's Demon finish. Corrected portraits and colors. Ryu's intro fireball. New Evil Ryu and Violent Ken ending music on MiSTer. arcadepatches.com/usf2-backp…
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After more than 2 years break, I'm now able to make Neo Geo All-in-1 carts for the AES! More info on how to purchase a cart can be found here: arcade-projects.com/threads/…
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XtraSmiley retweeted
If anyone comes asking where the forum went, I shut the webserver down until patches are available due to the massive PHP flaw.
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XtraSmiley retweeted
Sadly Katie didn't even make it to Saturday so SNL couldn't parody her. But Canada did. And it's fantastic.
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Replying to @CBSNews
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XtraSmiley retweeted
Next in the technical posts on the architecture of Batrider Chase!: the PS Vita version. The Vita runs the same C++ game core as the PS3 version: the decompiled game rebuilt from the Ghidra project, with Chase! Mode, the menus and the extra features on top. The Vita has a quad-core ARM Cortex-A9 at 444 MHz, three cores of which are available to games, and an SGX543MP4+ GPU. So the work here was giving each core its own job and moving the drawing onto the GPU, which runs at its full 222 MHz. Below is the Vita version diagram. Sound: Unlike the N64, nothing is pre-rendered. The Vita runs the original sound board: the Z80 sound program, the YM2151, and both 6295s playing the original ADPCM samples straight from the sound ROMs. To make it fit, the board is split across two cores. The main program and the sound CPU talk to each other constantly, so core 0 runs the Z80 and the chips' timing right alongside the game. It writes down every chip write with the exact sample it happened on. Core 2 has a second YM2151 and pair of 6295s that replay those writes and do the heavy part, generating the waveforms. The output is bit-identical to running the whole board on one core. A feeder thread on core 2 sends 48 kHz stereo to the audio out and keeps 100–150 ms queued, so a busy scene never breaks up the sound. Graphics: The tile data is the original ROM, untouched. On the first frame, every 8x8 tile is repacked into 4-bit paletted textures in video memory: 32 pages of 1024x1024, 16 MB. Each of the game's color banks becomes a 16-colour palette. Every frame, core 1 builds a draw list in the arcade's own priority order: the backdrop, the three tilemap layers and the sprites across 16 priority levels, then the text layer. That's 600 to 1,900 textured quads in 10 to 70 draw calls, which the GPU renders into a 320x240 picture. Flips and mirrors cost nothing here because the GPU just swaps texture coordinates, and neighboring tiles of a sprite go out as a single quad. A palette that changes goes into a fresh slot in a ring of 16,384, so color cycling stays exact even while the GPU is still drawing the previous frame. The GPU then draws the whole screen: the game turned upright and scaled to full height, the Chase! gadget panels down each side, and the wallpaper behind. The gadget panels are composed in spare CPU time a few times a second, and only the rows that changed are uploaded. To keep the GPU's picture pixel-perfect, a low-priority thread redraws every 20th frame on the CPU and compares the two pixel for pixel. If they ever disagree three times, the game switches to CPU drawing for good. So core 0 runs the main program, core 1 builds the screen, and core 2 handles the sound. The gadget panels and the picture check fill spare time on cores 0 and 1. The game never waits on the picture: if a frame isn't drawn in time it's skipped, and the game and sound keep running at the arcade's 59.6 Hz. #CoinOpGameStudio #Batrider #Raizing #PSVita
This is a start of a few technical posts on the architecture of Batrider Chase! The game is extremely intensive and requires a great deal of processing power for the Sprite engine, calculations and graphics. Therefore, it was important to take the different pieces of work, and distribute them effectively across the resources of the respective systems. Below is the N64 version diagram. As mentioned before, the game was decompiled and a Ghidra project was run over the course of a few months rebuilding the game in C++. Once the base game was built and verified completely, the Chase! Mode was developed and the menu system and extra features. Sound: The N64 version has the music pre-rendered and converted into a mono IMA format at 22.05khz. The sound effects are mostly the original ADPCM data but also in IMA format. A custom sound driver was written to stream the audio data from the cart, and the main program has direct requests to the sound driver. There's no emulation of the ym2151, z80 or 6295 anywhere here. Graphics: Mostly the original data, but reordered in a way such that each 8x8 tile is 32 bytes contiguous (interleaved, row major). The engine calls for 8x8 tiles, and the RDP draws them as textured cells. There is caching implemented, and it's very critical to improve performance on mirrors/flips and so on that happen throughout the game. So for intense scenes and particle effects, you can have hundreds of textured tiles all flying back and forth along with the ships and other background effects, and so on. The RSP plays a critical role in determining the drawing commands that the RDP uses to render the picture, and it also performs mixing of the sound. The CPU runs the main program and sound driver that sends the work to the RSP, like the draw lists, sound commands, etc. The audio mix goes directly out and the RDP takes the intermediate commands the RSP makes and draws the final frame composition. #CoinOpGameStudio #Batrider #Raizing
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