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Luiz Gustavo
@NaReeZ
Passionate about games, programming and databases. Currently having fun programming in Assembly and C on consoles like Atari, NES, Mega Drive and Dreamcast.
Matrixgithub.com/nareez/nareezJoined February 2009

Luiz Gustavo’s Tweets

Wow! The way you like it
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I present to you the world's smallest 3D engine, Tiny3D Engine for the #Dreamcast Visual Memory Unit, at a whopping 48x32px resolution on an 8-bit CPU clocked at 600Khz written in pure LC86k assembly. Full source and documentation: github.com/gyrovorbis/tin #gamedev #indiegame
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I have thought for a long time about my work and I think I'm satisfied with my conclusions. I would like to announce that I will be officially creating a YouTube channel dedicated for programming and engineering, mostly focused on the SNES and low level computing :) 1/7
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If you like what I teach and you're serious about programming, *please* take this course! It's really well made and the content is extremely valuable. I'm gifting 5 monthly subscriptions to 's series by tomorrow. If you want to join the pot, simply share this post.
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For those taking my Performance-Aware Programming course, the next post is now available. How many instructions does Python take to do one instruction? computerenhance.com/p/waste
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New Blog Post out!!! 🔥🔥🔥 Fundamental #Math for #GameDevs! I wanted to write about this topic for a very long time... and here it is. This is a long post, but we are discussing some *really* important stuff. Let me know what you think. 😉
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OMG, I was mentioned on DreamPod podcast, thanks for the encouragement to continue with the project!
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2023 is only just upon us, but it's already busy in #Dreamcast land! So in our first #DreamPod of the year, we're rounding it all up: Teenage Mutant Ninja Turtles collection, DCdigital, Andro Dunos II, Gemaboy Zero, VMU "VM2", and more! Listen here: thedreamcastjunkyard.buzzsprout.com/42610/12055369
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Voxel Space Engine Dreamcast with fixed resolution, Software Double Buffer and transferring data from RAM to VRAM using Store Queue Transfer(similar to DMA). It loses 15 to 20 FPS but it runs smoothly. Is there any way to implement double buffering without losing FPS?
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First working version of the voxel space engine running on a Dreamcast Emulator. Some bugs need to be fixed, but it's quite satisfying to see this algorithm working without crashing for the first time on a Dreamcast. Thanks for inspiring this project
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I feel like I should implement this algorithm to run on Dreamcast 🤯
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New Youtube video on the #VoxelSpace Engine, one of my favorite algorithms ever! ♥️ Video: youtu.be/bQBY9BM9g_Y We'll cover how the technique works and write a super simple implementation together. I took my time with this one; this is no fast-food video! Enjoy! 🧉😉
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JSR $FFD2 ; chama a rotina para imprimir na tela Assustador! fez tudo certo e quase imprimiu certo na tela do Commodore64. Nem preciso dizer o que acontece em linguagens de alto nível...
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LDA #$0A ; carrega o valor 10 na acumuladora ASL ; multiplica por 2 ASL ; multiplica por 4 LSR ; divide por 2 STA $00 ; salva o resultado na memória LDX #$00 ; carrega o endereço da variável para o registro X LDA $00 ; carrega o valor armazenado na memória para a acumuladora
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Achtung!!! I have seen many (many!) #Raycasting projects with a visible distortion on the left/right extremes of the view as the FOV grows. Look how curvy the walls get with a 90° FOV. Maybe they all followed the same tutorial, but that's something that should be fixed! 🧵...
Raycasting FOV left and right distortion
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Happy Wed-#NES-day! 😉 The NES APU has 5 audio channels... Pulse 1, Pulse 2, Triangle, Noise, and DMC. The two Pulse channels generate square waves with the option of volume and envelope control, but the Triangle channel has *no* volume/envelope control. Why is that?... 🧵
NES APU channels (pulse, triangle, noise)
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The impossible SNES port of Street Fighter Zero 2. To fit everything in the cart, the data has been compressed and uses the S-DD chip to decompress quickly, but the slowdowns at the beginning of the fight are caused by the S-SMP sound chip loading the audio samples.
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