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DRM

@d-r-m.bsky.social

Random nobody, likes VR, computer graphics, anime, gaming, game preservation, retro tech, and technology discussion

218 Followers  |  190 Following  |  436 Posts  |  Joined: 19.10.2024  |  2.0672

Latest posts by d-r-m.bsky.social on Bluesky

that run animation probably took a good chunk of ROM but worth it in the end

08.10.2025 21:48 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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what keeps me playing PSO2 #xiera #sierra #phantasystaronline2

05.10.2025 06:01 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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if GBA emulators were to be more realistic

02.10.2025 15:30 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

imagine the purpose of life is just to train an LLM in the sky. the gods needed a language to speak but without mortal concerns, their vocab felt short, so we are the training data, to feed their growing vocabulary

30.09.2025 17:01 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

this it too cool! though i imagine if you add more vertical space you can fit in a mid and high enemy sweep. love the little cute crab top right

25.09.2025 18:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

i really like the glider in botw for this reason, really great game mechanic that saved players a lot of time

21.09.2025 18:40 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Luxary ASMR test Bentley Mulsanne πŸ§ πŸ—£οΈ #jetcarru #shorts #youtubeshorts
YouTube video by JETCAR Luxary ASMR test Bentley Mulsanne πŸ§ πŸ—£οΈ #jetcarru #shorts #youtubeshorts

lol at the reference m.youtube.com/shorts/xgD3I...

16.09.2025 21:34 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

in general, sometimes i’m amazed to see earlier games like in the 90s selling more than even modern games. like you’d expect there’s more gamers now and more customers but nah it’s like super mario bros up there still among the other best selling games

11.09.2025 19:20 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Coded Arms: Assault - Cancelled PS3 Game [All Trailers and Gameplay Footage]
YouTube video by NeoGamer - The Video Game Archive Coded Arms: Assault - Cancelled PS3 Game [All Trailers and Gameplay Footage]

ooh. interesting topic. i do know there was Coded Arms on PSP by Konami. sadly they outsourced the sequel (Contagion) to a western studio iirc that diverted from the aesthetic a bit and cancelled the PS3 version: m.youtube.com/watch?v=b26s...

10.09.2025 09:23 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

would it be possible to play the game in VR but mouse and keyboard? for those of us that want the immersion but are too lazy to wiggle their arms about πŸ˜ƒ

09.09.2025 09:25 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

you can throw away the SQL too and store the data as structs with a hashmap in front, and do all the database manipulation within your process with no SQL interface losses; there are libraries out there that do this already alongside providing rigorous data backup

07.09.2025 11:43 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

well of course it’s integrating at a point the past data with the new data, but for anomalies past a certain error % it likely prefers the current read out over the past data. but even with that fixed, you have more difficult challenges like a glass pane in the middle of the road

07.09.2025 10:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

so the mistake you’re making here is you’re assuming the car is keeping track of the taper, and detecting an anomaly when the taper doesn’t stay the same as it approaches. instead the car is treating each instance as standalone unlike a human. for all it knows, the road IS physically skinnier

07.09.2025 10:31 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

human eyes go further. they move around a bit, so does your head, which gets micro-depth cues. then there’s depth from things being in focus/out of focus. then there’s depth cues from lighting/shadows. finally there’s depth cues from object recog. this all needs to be coded up and integrated

07.09.2025 10:08 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

her real name’s Joey and her parents have a real good marriage - wait no, they’re divorced

07.09.2025 08:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image 06.09.2025 23:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

how are you compressing the fur where it meets the snow?

06.09.2025 19:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

that Freespace box is * crisp *

05.09.2025 15:23 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

that’s cool!

01.09.2025 21:31 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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i was digging through old tweets for KPDH concept art (wish there was an official collector’s bluray/book with it!) and came across this tweet by @maggiekang.bsky.social , lol makes me wonder if the β€œundisclosed” reason is #kpopdemonhunters related πŸ˜‚

31.08.2025 07:28 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

this was sort of inspired by how Virtual Boy does 3D with multiple background layers with their own parallax offset, and fusing it with an actual 3D rasterizer

30.08.2025 21:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

it will definitely lead to β€œobviously segmented”-esque stereoscopic scenes but i’m suspecting it might stylistically still work or i could allocate more layers to the near plane to avoid obvious looking stereo segmenting

30.08.2025 21:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

instead of drawing the scene twice for each eye the GPU draws the scene once across 16 layers. it then uses parallax to shift layers depending on depth. this works but creates gaps that i need to address by possibly overdrawing at layer transitions. i might abandon the idea if i can’t make it work

30.08.2025 21:49 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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the most recent thing i’ve been working on adding to my fantasy VM/emulator is a 32 voice, 48 KHz SPU inspired by the PS1’s SPU and a stereoscopic GPU that uses multilayered depth/color buffers for parallax

30.08.2025 21:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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which brings us somewhat close to present day status of my fantasy 16 bit CPU and VM, and now OS, where i have a preliminary kernel running 4 tasks in parallel. each different colored Hello is a different program running

30.08.2025 21:32 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

because the CPU is 16 bit, to write 0xFFFF to let’s say 0x1234_5678, you need to do:

li ds, 0x1234 # Load dest segment reg
li r0, 0x5678
mov [r0], 0xFFFF

the left side [r0] automatically uses ds so it’s technically [ds:r0]. if it were on the right side (a read), it’d use the ss (src seg) register

30.08.2025 21:26 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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i then added foreground/background color support per character cell

30.08.2025 21:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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to begin writing an OS for my fictional 16 bit machine, i took the collection of text functions i wrote and made a scrolling console with them

30.08.2025 21:18 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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i ended up implementing paging similar to x86 for my fantasy 16 bit CPU. though it lacks page dirs, just has a flat page table. it has a TLB/TLB clearing instructions as well. here i’m remapping the display device address from 0xA… to 0xE…; with paging in place, the pieces were set for writing an OS

30.08.2025 21:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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example code to access the memory mapped storage device. the VM itself writes to a raw file which i show in a hex editor the output of the write. i’ve not done so yet but one would then build on top this to implement a file system

30.08.2025 20:59 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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