Frogbull
@Frogbull55
🔸 Support me on: http://patreon.com/Frogbull 🔸 YouTube: http://youtube.com/frogbull55 🔸 Twitch: http://twitch.tv/frogbull55
Shenmue: Back in Yokosuka is now available for all #SegaSaturn 🪐 Have fun! @Shenmue_Dojo @ShenmueVillage @playsegasaturn @SEGAGuys @TheDCJunkyard @thesegaguru @timeextension64 @XProger_san @SEGAhoarder @SEGAInforment @OverJumpRally @Arunotaku @EliasDaler youtu.be/Hp8BuNVQsyo
Been writing SH4 assembly code for the Sega Dreamcast all day and night, hoping to bring big performance gainz to everyone in the community by providing a replacement memcpy() routine that doesn't suck for our GCC toolchains. As it turns out, the Newlib-provided memcpy() we have…
With all of the excitement from Mario Kart 64 coming to the Sega Dreamcast, I've been getting bombarded with questions about whether any more progress has been made on our Mario 64 port... so here's a direct hardware capture of the latest build running on DC! The answer: HELL…
Mario Builder 64, the SM64 level editor, just got a huge update! This update adds a ton of new features, QoL and polish! If you've never heard of Mario Builder 64, it's a ROM hack that allows you to build and share your own SM64 levels with other people!
Progressing on my SDL3 library port to Dreamcast: added SDL_Haptics driver for rumble pack support. Fixed Gldc opengl render driver, enabled test code to use romdisk resources.
I modified my Dreamcast keyboard with a screen and usb4maple! I present to you the "Dream Usb4maple Keyboard Pro+"
Guess what game this is, running as an extremely early port to the Sega Dreamcast with no textures, barely fitting into 16MB of RAM, only tested on an emulator, and running slowly... DRIVER FREAKING 2 FROM THE PS1! @nihaomawoq asked me not to put him on the spot, because it's…
We'll be sending off the Dream Disc '24 master in the next few weeks and we're hard at work on the finishing touches. Here's a sneak peek at the game menu which we've created in our DreamScape game engine. #screenshotsaturday #dreamcast orcface.com/blog/04-dream-…
I'm working, I'm working! Writing a bazillion unit tests for our new standalone HW accelerated linear algebra library for the Sega Dreamcast's SH4 based on the work I've done optimizing the physics, collision, and rendering math for our Grand Theft Auto 3 and Vice City DC ports.…
Metal Gear for the MegaDrive is out now. Go grab it and get you're retro stealth on! h0ffman.itch.io/metal-gear-md
Dragon Ball on the Sega Saturn — Homebrew in Development youtube.com/watch?v=2JjXAG… #segasaturn #homebrew #sega #dragonball #megadrive #sgdk #dreamcast #RETROGAMING #retrogames #Retro @playsegasaturn @TheSEGAHolic @SEGAGuys @thesegaguru @BrasilSega @Frogbull55 @falco_girgis
Dreamcast🎮 DNCD 3.0 |NEOBOMERMAN NEOGEO CD CDDA | 🌸✨ | NEW! conversions ... youtu.be/j8uV1qsFZUg?si… via @YouTube
Happy 30th anniversary in North America, Sega Saturn! The community that's played and loved the Saturn for three decades is an enduring symbol of the console's success: youtube.com/watch?v=KX_dMv…
Presenting sh4zam, a new hardware accelerated general math and linear algebra library for the Sega Dreamcast's SH4 CPU, providing the optimized routines developed for our Grand Theft Auto 3 and Vice City ports. The plan was always to take what we created for GTA and bring it…
The impressive WIP multi-platform game, Noah & the Poohloudies, just got it's first Saturn update since 2021, and this is a BIG ONE! @Hello_from_RNC has completely re-written the game engine, bringing some much needed improvement in performance! segasaturnshiro.com/2025/05/10/imp…
RINGS OF SATURN: I reverse engineered the "DNA Sequence" system for *The Lost World: Jurassic Park* and found some unknown cheat codes. These unlock a level select menu, invincibility, and an image gallery that I don't think has been seen in 28 years! Details are below... 🧵
Got the second level of The Liquid Jet to load up on the Dreamcast! Still quite a few things to implement and new glitches to fix.
(1/2) Happy to release v1.3 of my Rhea/Phoebe ODE SD card management utility! Now supports virtual subfolders with RMenuKai, including option to intelligently process multi-disc games so they only consume one entry in game list with each disc being launchable from a sub-menu.
I'm back after a short vacation. Going to be working 10x hard on my PS1 game now. :) Today I finally implemented automatic VRAM management. Previously I had to manually specify VRAM positions for all the textures/palettes and it was a pretty painful process.