Yeah it came in with da rules last year that made half the internet break here.
You have to use a VPN to do anything here these days. (Those will also be illegal soon)
@spacebruce.bsky.social
Aspiring computer game man, currently making a silly platformer for the Sega Mega Drive insanium mode : https://x.com/spacebruce webzone : https://spacebruce.netlify.app/
Yeah it came in with da rules last year that made half the internet break here.
You have to use a VPN to do anything here these days. (Those will also be illegal soon)
I can't even use DM's here because I refuse to do that, the usable internet continues to shrink.
10.02.2026 05:49 — 👍 1 🔁 0 💬 1 📌 0This is the #1 thing that drives me crazy. Even just FIVE lines would be so much more flexible.
09.02.2026 01:24 — 👍 1 🔁 0 💬 0 📌 0Making retro games can be a real challenge because of all the technical limitations. Check out my newest (free) Patreon post to see how I deal with the color limitations of the #SegaGenesis aka #MegaDrive
www.patreon.com/posts/sega-g...
#Retrogames #indiedev #solodev #SGDK
that's wicked
07.02.2026 15:25 — 👍 0 🔁 0 💬 0 📌 0頑張れくださいプログラマーさん!
06.02.2026 06:27 — 👍 0 🔁 0 💬 0 📌 0This is honestly the exact sort of thing I had in mind, so you're all good, quick fiddle and it makes a noticeable difference, perfect suggestion lol.
06.02.2026 06:25 — 👍 1 🔁 0 💬 0 📌 0Announcing the Galaxy Project release 2026/02/06
(46 new pages added)
This is my project to reverse engineer the TNG studio sets to help those who wish to make fan art or fan films
PDF and individual page files: frogland.co.uk/set-archive/...
Works like a dream, thanks!
05.02.2026 20:22 — 👍 1 🔁 0 💬 1 📌 0I have dire eyesight, so I'll just take my glasses off for the squint test, same thing, cheers for the tips and for following up on my plea for help... I'll keep poking around and thinking about this.
05.02.2026 20:16 — 👍 1 🔁 0 💬 1 📌 0On the same topic, I've been trying to subdue my stage backgrounds too.
What I don't get, is how badly the average 16-bit game has this problem, pick any random Sonic screenshot and they overwhelm the foreground. I guess motion/parallax is what helps keep it seperate in the players eye...
Thanks for pointing that out, contrast and balance is a huge blind spot for me. Halving the contrast on the ground layer makes it look grey-ish...
The plan was to redraw and bevel the ground lines so they're less dominating, but this image is actually pushing the VRAM limit already(!)
What emulator did you try it under? it stuck on a black screen for me :(
05.02.2026 10:59 — 👍 1 🔁 0 💬 2 📌 0Got my textbox engine and cutscene handler all singing along together
05.02.2026 10:18 — 👍 12 🔁 2 💬 0 📌 1I keep a doraemon propeller hat on my person for these exact scenarios
02.02.2026 15:31 — 👍 2 🔁 0 💬 0 📌 0that's scary
31.01.2026 00:51 — 👍 2 🔁 0 💬 1 📌 0really sorry that every time we chat it turns into a tech lecture :D
30.01.2026 19:03 — 👍 1 🔁 0 💬 1 📌 0Here's a bit of Sonic 1's (dissasembled) code controlling the player physics, somebody went through by hand and figured out what everything is doing.
it's very close to what sega would have seen in 1991, and about as easy to modify.
github.com/sonicretro/s...
yeah it's hard work! But it's one of those things you can just build on, get a machine to translate it, then by hand (or AI with Virtua racing...) figure out what it does.
30.01.2026 18:25 — 👍 1 🔁 0 💬 2 📌 0They actually go and read it, and that's how most 8/16bit games were written! Bit of a dying skillset, but it's still done. I can do it with 6502, Z80 and 68K consoles (but don't enjoy it, lol)
It's not so bad once you've learned the language you're working with, some are easier than others.
Yeah. That video I linked explains the two different levels here, but they're both human readable code, just different types.
You can build a port off assembly, but it's much slower and harder work.
Ben Eater did a good video on the difference between the two types, if you've got a few minutes.
Won't need coding knowledge to follow, he explains the steps
youtu.be/yOyaJXpAYZQ?...
Basically yeah. It's better than looking a raw rom file and you can edit and mess with it, but it's in the specific instruction set(s) for that hardware (SH2, Z80 and M68K here)
Taking it to C makes it more readable and can then be quickly ported to other platforms as the compiler is doing that job
You probably wouldn't see it often as theres usually no original high level language to return to, and code written in asm doesn't really translate neatly into anything higher, so it's stuck to that CPU and non portable.
DOS games on 8086 would be an exception, you can find decompilations there.
Disassembly is taking the binary ROM and recreating readable machine code, the add's branches, pops that the CPU operates on, decompilation is going further and turning that into C (or whatever) language where it can be modified higher level.
They're reversals of the terms assembly and compilation.
noo she'll get fat
30.01.2026 03:33 — 👍 1 🔁 0 💬 1 📌 0The burger thing is a placeholder... probably
29.01.2026 20:41 — 👍 2 🔁 0 💬 1 📌 0Makes sense, just haven't put in the time to sorting it, I've got a feeling just vsyncing the register toggle might be enough to hide it...
I've got some weird schemes going on here for packing, not sure what the future holds exactly so trying to squish it all in at the engine level early!
Same, but Bsky always rejects my videos when I try to post them so I cut the frames first...
29.01.2026 18:39 — 👍 1 🔁 0 💬 0 📌 0