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Le prolongement de l’avenue Souligny abandonné
https://estmediamontreal.com/prolongement-avenue-souligny-abandonne/
#Montréal #MHM #port #urbanisme #environnement #pollution #santé #Québec #Canada #politique #société #média #transport


Quake ported to Arduino Nano Matter. [Using only 276kb RAM]

Nicola Wrachien with Silicon Labs created this fun handheld, porting Quake using the Arduino Nano Matter. For easy playing a custom controller shaped board was designed with joysticks and a screen.

https://next-hack.com/index.php/2024/09/22/quake-port-to-sparkfun-and-arduino-nano-matter-boards-using-only-276-kb-ram/

#quake #arduino #nano #diy #handheld #port #retro #gaming #art #maker #engineer #artist #media #programming #tech #news
On a technical level, Quake was a dramatic improvement over DOOM, allowing for things like real-time 3D rendering, polygonal models instead of sprites and much more intricate level design. As a result, ports of this game tend to rely on much more powerful processors than DOOM ports and this team shows real mastery of their hardware to pull off a build with a system with these limitations.

Other Quake ports, like one running on an iPod Classic require a similar level of knowledge of the code and the ability to use assembly language to make optimizations.
[ImageSource: Nicola Wrachien]

For a much tougher challenge, a group from Silicon Labs decided to port DOOM‘s successor, Quake, to the Arduino Nano Matter Board platform instead even though this platform has some pretty significant limitations for a game as advanced as Quake.

<https://community.silabs.com/s/share/a5UVm000000Vi1ZMAS/quake-ported-to-arduino-nano-matter-and-sparkfun-thing-plus-matter-boards?language=en_US>

To begin work on the memory problem, the group began with a port of Quake originally designed for Windows, allowing them to use a modern Windows machine to whittle down the memory usage before moving over to hardware. They do have a flash memory module available as well, but there’s a speed penalty with this type of memory. To improve speed they did what any true gamer would do with their system: overclock the processor. This got them to around 10 frames per second, which is playable, but not particularly enjoyable.

The further optimizations to improve the FPS required a much deeper dive which included generating lookup tables instead of relying on computation, optimizing some of the original C programming, coding some functions in assembly and only refreshing certain sections of the screen when needed.


Porting Doom to Typescript Types took 3.5 Trillion Lines, 90GB of RAM and a full Year of Work.

The feat was devised by Software Engineer Dmitri Mitropoulos, founder of Michigan Typescript and co-founder of Squiggleconf. He released a video showcasing the results of a year-long effort to get Doom running inside of Typescript's Types system.

https://youtu.be/0mCsluv5FXA

#doom #port #typescript #programming #ascii #art #engineer #media #retro #gaming #history #tech #artist #news
Dmitri Mitropoulos explains that the project was a year-long struggle, due to having to write his own tools, including 12,364 handwritten tests, learning C, C++, WebAssembly & other languages.

"I did develop what I believe to be the largest Typescript codebase ever", the developer explained. Before optimization, he calculated that the project could take up to 1.25 Petabytes of data, with the first frame compiling after three months of continuous type instantiation.

Every type within the project was thousands of lines long, and the project involved developing a virtual machine inside of the Types system, complete with elements like RAM and Disk Space. "The computer is made of Typescript Types that serve as logical implementations of all 116 WebAssembly instructions Doom needs to run."
[ImageSource: Dmitri Mitropoulos]

Typescript is a language built on top of Javascript, that add static typing to catch many errant mistakes before your executes, think of it as guardrails which check that functions and other variables are being used correctly. While this is commonly used in all kinds of development, it's unheard of to run a game within Typescript's Type system.

The port itself runs inside three and a half trillion lines of types, totalling a gargantuan size of 177 TB. This is run through Typescript's Type tracker, which takes 12 days to compile the first frame of Doom (0.0000009645 fps). This meant that 20 million type instantiations were running every second in order to get the output.

Mitropoulos explained in the Michigan TypeScript Discord server that this could be improved to take "1 to 12 hours", as long as someone works on it, with the developer noting that he has notes for where potential performance optimizations could be made.

<https://discord.gg/pfKUSmSY>

This was done by running the project within a custom WASM runtime, which is then processed through Typescript within an editor to display a frame.

<https://github.com/MichiganTypeScript/typescript-types-only-wasm-runtime>
Dmitri Mitropoulos further explained that each value within the Typescript Types system equates to a line of pixels [totalling 128,000 lines of pixels in total], resulting in a "resolution" of 320x200, displayed in ASCII.

To do this, the developer needed to remove limitations within the Typescript compiler itself, highlighting just how large the project got, with the Type tracker runtime consuming over 90 GB of RAM while it was running.

This huge overhead meant that common tools within Typescript could not be used, which meant that the herculean task of encoding every element of Doom in types. This required learning to develop elements like an L1 CPU cache, within Typescript Types itself. Due to Typescript requiring iteration on a single string from the left-hand side, binary algorithms had to be input in reverse.

"Oh, and AI can't help" Dmitri Mitropoulos added, describing that the work was so low level that AI couldn't possibly assist with any of the tasks. Too bad, Grok 3.

Mitropoulos said that he undertook the challenge after completing "every other" Types challenge, and wanted to understand why Doom wouldn't be able to run within Types. However, he managed to find "ridiculous" workarounds to make it all work, despite his own disbelief in the project.


:blobcatgamer: Fan made Dreamcast Port of GTA 3 [Steals the Show].

Thanks to [Stefanos] and his team, the genre defining Grand Theft Auto III [GTA 3], can now run on Sega’s hardware. Their combined efforts have yielded a fully playable port of the PC version of the game for Sega Dreamcast.

https://gitlab.com/skmp/dca3-game

#sega #dreamcast #gta3 #port #retrocomputing #art #console #gaming #history #engineer #media #retro #programming #artist #tech #news
The porting effort was years in the making. It began with reverse engineering the entire source code of GTA 3 then implementing it into the homebrew SDK for the Dreamcast, KallistiOS. All the in-game graphic and sound assets are only pulled from a user provided PC copy of the game. Steps for those seeking to compile a bootable Dreamcast image of their own have been provided on the project’s website.

<https://dca3.net/setup/>

Recently one of the original developers of GTA 3 [Obbe Vermejj], divulged that the game actually began development on the Dreamcast. The project was obviously transferred onto PlayStation 2 for commercial reasons, but with this port from [Stefanos] and crew, we no longer have to dream of what could have been.
[ImageSource: Stefanos]

As it turns out, Sega’s long defunct Dreamcast console is still thinking. The company behind the machine cut support long ago due in part to the commercial pressures applied by Sony’s PlayStation 2 console, but that never stopped the most dedicated of Dreamcast fans from seeking out its true potential.

This port of GTA 3 represents what could have been a true butterfly effect moment in console gaming history. The game was a major hit in the early days of the PlayStation 2, and it has been theorized that it could have proven to be a major commercial success for Sega as well had it been pressed onto a Dreamcast GD-ROM disc.


🔔#Earthquake (#séisme) M5.5 strikes 1,941 km N of #Port-aux-Français (French Southern Terr.) 11 min ago. More info: https://m.emsc.eu/?id=1769891


Super Star Wars - Holiday Special unofficially arrives on the Commodore Amiga as a Port from the Sega Mega Drive.

Not only the SEGA Mega Drive and Genesis get a new homebrew release called [Super Star Wars Holiday Special]. Today you can download the Commodore Amiga version, that's been ported over as the first public beta by Earok.

https://eab.abime.net/showthread.php?p=1725394#post1725394

#amiga #super #starwars #port #retro #gaming #art #retrocomputing #engineer #artist #media #tech #news
Here's the latest from Earok. "I'm very pleased to post a port of Master Linkuei's recent Mega Drive game to the Amiga. This is the first public beta, while it is complete it hasn't been broadly tested. Please let me know if you find any bugs or have other suggestions for improvements. Except for one or two short tracks, music is currently CD only. I'm very proud to get this one out the door - this is the first time a Mega-Drive-First Scorpion game has received an Amiga port. Hopefully there'll be a tonne more in future".
[ImageSource: Earok]

Which is an unofficial game from the cult-classic SNES Super Star Wars series, and loosely based on the outrageous The Star Wars Holiday Special from 1978.

Requirements:
AGA, CD32 Pad | Music is CD32 only | 020/2MB Chip minimum | 030 or Fast RAM recommended but not required


Snake Game Port is only 56 Bytes big & fits in a QR Code.

In the years since 1997, the landmark release of the Nokia 6110 and its inclusion of Snake, we have seen the game is ported to countless devices. This DOS version of Snake does have one key glitch that makes it more challenging to play than your typical versions of Snake.

https://github.com/donno2048/snake

#snake #game #dos #port #programming #retro #gaming #art #it #engineer #media #tech #news
Previously, Snake slither onto Raspberry Pi Pico and even a Raspberry Pi RP2040 LED array. Snake ports are so lax in terms of hardware requirements that they're even possible on any modern RGB keyboard with individually addressable keys, which I first experienced with Zaneo's Corsair (K70) RGB Snake game.

<https://github.com/Zaneo/Keyboard-Snake-Game>

Like Tetris (1984) and Pong (1972), Snake (1997) is an all-time staple of low-spec gaming, especially on mobile devices. It's also proof that fun gameplay doesn't necessarily require the most GPU-punishing graphics on the market — even the original Pac-Man (1980) is only about 24 kilobytes. But as this project proves, fun gameplay doesn't need a full kilobyte — it seems to start around 60 regular bytes.
[ImageSource: donno2048]

Screenshot of donno2048's Snake for DOS port being played within a web DOSBox session.

If you fancy yourself a finesser, you must play this version of Snake without inputting backward inputs (as soon as you have more than three length), lest you immediately devour yourself and die. Usually, Snake doesn't make self-devouring this easy, so you have to be ultra-precise with your movements to play this DOS port of Snake adequately, which is a suitable bump in difficulty for the retro OS and hardware, even if it's a glitch.

It works perfectly fine in DOSBox and the web app, at least in terms of game speed.


#Ukraine #Port #Novorossiysk

"Ukrainian Drones Hit Novorossiysk (First Attack on Port for a Long Time)" [2:04 min]
by Suchomimus

https://www.youtube.com/watch?v=6nVdzCXmEmc

Quote by S:
"Jan 11, 2025
Ukrainian drones hit the oil loading facility at Novorossiysk."

#SlavaUkraini ! #HeroyamSláva!
#RussiaIsATerroristState


🔔#Earthquake (#séisme) M5.3 strikes 1,511 km NE of #Port-aux-Français (French Southern Terr.) 11 min ago. More info: https://m.emsc.eu/?id=1738390


The newest Device to run Doom: Nintendo's Alarm Clock [Alarmo].

A hardware hacker [GaryOberNichts] has successfully modified Nintendo's $100 Alarmo device to run the classic video game Doom. This marking another milestone in the gaming community's tradition of porting the 1993 shooter to unconventional devices.

https://github.com/GaryOderNichts/alarmo_doom

#doom #nintendo #alarmo #port #hack #it #engineer #programming #retro #gaming #art #media #tech #artist #news
Doom, the iconic first person shooter, is often used to showcase how the open source game can run on almost any device you can think of.

The hack came after researchers discovered vulnerabilities in the Alarmo's STM32H7 microcontroller, enabling custom firmware installation through its USB-C port.
YouTuber GaryOderNichts demonstrated the 2.8-inch circular alarm clock running Chocolate Doom natively, using the device's wheel for movement and side buttons for weapons. The hack requires no hardware modifications and works on the current 2.0 software version.

Gary said it’s “possible to load the shareware version of Doom entirely from USB, without modifying the Alarmo.” And they’ve put the software and instructions for running it on Github, so almost any sufficiently knowledgeable and determined Alarmo owner can do it, too. Best of all, it can be done without opening the clock up at all.

<https://youtu.be/5IOVYvSMAoU>
While everyone was waiting on news for the successor of the Nintendo Switch, Nintendo released the Alarmo. A small plastic alarm clock that can wake one up with sounds from ones favorite Nintendo games.

The Alarmo has a small 2.8-inch LCD at the front, a back and notification button on top and a dial on top which can be turned and pressed to act as a confirm button. The dial also includes an RGB LED. What makes it different from other alarm clocks? It has 2.4 GHz Wi-Fi to download software updates and additional themes, and it comes with a 24GHz mmWave presence sensor to react to your movements.

<Inside there is an STM32H730ZBI6 MCU and a KIOXIA 4GB eMMC.>


https://www.europesays.com/1598875/ Activists Demand Spain Stop Port Calls of Maersk Line Ships Carrying Arms #activists #block #cargo #Israel #military #port #protest #spain
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