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git [he/him, comrade/them]@hexbear.netM to programming@hexbear.netEnglish · 6 days ago

Additive Blending on the Nintendo 64

phoboslab.org

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Additive Blending on the Nintendo 64

phoboslab.org

git [he/him, comrade/them]@hexbear.netM to programming@hexbear.netEnglish · 6 days ago
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  • AernaLingus [any]@hexbear.net
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    5 days ago

    Thanks for sharing—I always love learning about the little quirks that distinguished consoles. And I love to hear about the tooling that the homebrew community has built to make developing for these older consoles more pleasant—first I’ve heard of that high-level language that compiles to RSP microcode.

    Oh, hey, this is that person that did that cool wipEout rewrite that runs in your browser! And apparently made a super simple lossless image format with O(n) compression/decompression? Definitely gonna have to remember that for any resource/latency constrained applications.

  • RedWizard [he/him, comrade/them]@hexbear.net
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    6 days ago

    Trivia: I’d like to interject for a moment. What is commonly referred to as “GPU microcode” in the context of the N64 is in fact, MIPS/assembly that runs on the RSP, or as I’ve recently taken to calling it, MIPS plus assembly.

    Pffft silly.

  • MLRL_Commie [comrade/them, he/him]@hexbear.net
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    6 days ago

    I kinda understood almost nothing. Seems like it may be interesting if I could understand though

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