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Here's the PCB for the official Majesco release of Frogger for the Sega Genesis. Upon opening I immediately assumed it was a repro or bootleg but nope, this is real using a custom Majesco mask ROM.pic.twitter.com/nqKltPGSdq
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Philips CDI development kit spotted in the wild, no I didn't buy it. But maybe a video coming...pic.twitter.com/tZxJPWW8gb
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Commodore went bankrupt in 1994 and we're still discovering never before seen devices in 2020. This c64 Game Machine was revealed by Andy Finkel today. Photos copyright Andy Finkel. Used with explicit permission.pic.twitter.com/PBkF3L7U45
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Did you know that the
#MegaDrive's color ramp isn't linear? I uploaded a chart of the ramp to the site and an explanation of what's going on#MegaDriveDevhttps://plutiedev.com/vdp-color-rampPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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We are initiating a community effort to overhaul the famous "Pan Docs" Game Boy document (the first version dates back to 1995!). Any contribution or feedback will be precious! Come join us: http://github.com/gbdev/pandocs
#gbdevpic.twitter.com/gNB9CSO1bH
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Happy birthday to Nintendo's Ice Climber, released 35 years ago! To celebrate, we have a really special giveaway from our archives: an original, unused label for the game cartridge, still on its factory sheet. Follow and RT before 1/31 at 3pm Pacific for a chance to win!pic.twitter.com/cspkZzIs0s
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Something that doesn't get mentioned often is Game Boy titles which featured altered graphics for when the game is played on DMG or CGB hardware. The Legend of Zelda: Link's Awakening for example, has wildly different grass titles for each.pic.twitter.com/MdWuhADded
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These 3inch disks contain the artwork files for two NES games - Silver Surfer and Magic Johnson's Fast Break. The art was created on an Amstrad CPC 6128 and then transfered to a Tatung Einstein where it was converted into NES format. The output from this was then sent to an NES.pic.twitter.com/cTYgSb1TGY
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This is a Game Boy Advance
#GBA prototype. It has control buttons on the main PCB but also supports a Super Famicom#SNES controller and power supply. They were used for early#gamedev on the platform. The 40p header to the left of the LCD may support video out.pic.twitter.com/YTizxZNh13
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We have just released the unreleased SNES game, Cooly Skunk over at Gaming Alexandria. You can find the ROM download the end of the page. Enjoy! https://www.gamingalexandria.com/wp/2020/01/19/cooly-skunk-snes-unreleased/ …pic.twitter.com/OgmOwP8S36
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Reminds me of running code on the Game Boy Advance out of Video RAM, which is faster than ROM and most of the normal RAM.
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"The DMA registers...run the full CPU 3.6Mhz speed. I put a 32 byte function that would draw a scanline of polygon data in there." The SNES supports SlowROM & FastROM, but its internal memory is "SlowRAM". So
@burgerbecky used DMA registers as "FastRAM" to run code from? Genius!https://twitter.com/fabynou/status/1218780590826082305 …
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This is an
#SNES Development kit called “EMULATOR-SE”. I remember seeing this rare unit online a while back. Really cool and interesting to see these. If anyone out there is on the SNES dev scene, please add some more shots of SNES dev hardware to this thread.#Retrogaming
pic.twitter.com/oizi7BZOpd
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[1/2] Another way that Dragon Quest III circumvents the conventional limitations of the Game Boy Color hardware, switching between BG and OBJ data for monsters in battle!pic.twitter.com/5s7lAsj2ul
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[1/2] One of my all time favourite Game Boy tricks is flipping between two images on alternating frames. Utilizing the Game Boy's LCD display lag, it gives the illusion of transparency or layered graphics. (This .gif shows the flickering you'll see on modern displays.)pic.twitter.com/VcvRpgOvuE
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Happy first of January everyone. I am starting the year with a study of "The Polygons of Another World" (http://fabiensanglard.net/another_world_polygons/index.html …).pic.twitter.com/fOAG8ca9xp
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Enemies in Final Fantasy III will disintegrate when defeated. This is actually a fun mixture of dithered sprites overlaying the monster tiles as they're slowly erased. Here's a breakdown slowed to half speed.pic.twitter.com/PCFoG3nQsk
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Trying to document the different Sega and Sega Mark III logos that pop up on Master System games when the region is set to Japan
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Following on old hobby unearthing & cataloguing obscure Sega 8-bit games, found a prototype of unreleased "3D Gunner" for Master System showcased at CES Jan 1987, using 3-D Glasses + Light Phaser (maybe programmed by Mark Cerny?) https://www.smspower.org/forums/17752 https://www.smspower.org/Games/3DGunner-SMS …pic.twitter.com/H0u8jC3Y3l
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This is a thread about a font that's appeared in a lot of video games over the years, and how it was surprisingly challenging to track down its true origin. And no, it's probably not the one you're thinking of (though that one has an interesting story as well!).
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