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Falco Girgis

@falco_girgis13,699 subscribers

Sega Dreamcast developer on a quest to correct the timeline of video gaming history. Working on the modern, open-source indie DC SDK and library OS, KallistiOS.

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Meanwhile... the fog, smog, and clouds be looking pristine in our Sega Dreamcast ports of Grand Theft Auto 3 and Vice City.

Meanwhile... the fog, smog, and clouds be looking pristine in our Sega Dreamcast ports of Grand Theft Auto 3 and Vice City.

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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 still so early, but... the fact that it's over 2FPS and everything isn't purple means that it's quite a bit further along than GTA3 was at this stage! This is how all great ports start out!

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 still so early, but... the fact that it's over 2FPS and everything isn't purple means that it's quite a bit further along than GTA3 was at this stage! This is how all great ports start out!

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Videos

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I think it's time we all get a reality check on Diddy Kong Racing 64 for the Sega Dreamcast, including myself... So here it is: original DKR for N64 vs our ported DKR for DC, direct comparison with FPS counters enabled. The truth is that I've been staring at the FPS meter all weekend, obsessing over every little dip, vectorizing, loop unrolling, and optimizing every little expensive-looking loop I can see in the codebase to win back 0.1FPS at a time... totally losing sight of what the basis for comparison even was from the original... So how long has it been since you've played the original on N64? I'm not talking about via emulation with higher FPS and fancy upscaling. I'm talking about directly, on an actual, physical Nintendo 64. Full disclosure... prolly been half a decade now, for me! Anyway, the devs behind the decomp were kind enough to share with me some of their performance and timing analysis captures... so I figured we'd take a step back and have a little fun! I had no idea it was running at only 20FPS tops, capped at 15FPS for the WizPig races!? I just remember pissing myself at having never seen a game look that good or realistic in my entire life back in 1997 when DKR came out for the N64... All I know is I want to do this game justice... but the truth is that even though we're still cooking, already the Dreamcast runs consistently at 10FPS higher and runs at 4x the screen resolution with progressive scan output... What do you guys think? How's our port comparing?🤔

Falco Girgis

54,555 views • 1 month ago

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Ladies and gentlemen, presenting the iconic 2001 MMORPG experience, Runescape Classic... NOW ON THE SEGA DREAMCAST!!! The port has officially progressed from the obligatory "runs like crap, looks like crap, and needs a 32MB RAM expansion," phase, to the "omg this thing is actually playable on a stock DC now and looks great," phase! Developer, Lobotomy, was able to completely rewrite the rendering back-end to use our low-level PowerVR GPU driver in KallistiOS, boosting performance so far that he could even include per-vertex dynamic lighting as part of a real-time day/night system! Upon setting your UTC timezone offset, and having it get saved to your VMU, the game will automatically sync system time over NTP and will actually keep your DC's internal time updated properly, for all of us lazy mofos with dead CMOS batteries! The port supports taking user-input from the Dreamcast's mouse and keyboard peripherals in addition to standard controllers (even sporting additional support for dual-analog controllers connected via 3rd-party adapters). Finally, you can connect to the RSC servers for online play by using the Dreamcast's built-in modem (typically via DreamPi), the 100mbit ethernet broadband adapter, the elusive AF 10mbit ethernet LAN adapter, or even the brand new, W5500-based, DIY BBA alternative, which can plug in externally through your serial port or internally through the SCI port (with modification), and is sold typically for only about $5-$10 from various online vendors.

Falco Girgis

73,135 views • 2 months ago

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It's finally time for the massive update I know EVERYONE has been eagerly waiting for... Presenting to you over 6 straight minutes of spliced footage directly captured from my actual physical Sega Dreamcast... RUNNING THE LATEST BUILD OF OUR SONIC MANIA PORT!!! I can't even begin to describe to you how polished and fantastic it's starting to feel... as though it belonged on the Dreamcast all-along... Thanks to the hard work of jnmartin, sonicfreak94, and a few others, not only is the Dreamcast port nearing completion, but... wait for it... THE 3D STAGES THAT STRUGGLED ON EVERY UNOFFICIAL PORT ARE NOW ALL RUNNING FULLSPEED!!!! Trust me when I say that this took an absolutely ENORMOUS amount of effort from jnmartin and the crew to pull off, considering the low-end for this game was the original Nintendo Switch, and ports running on consoles with twice our processing power struggled to run these levels fullspeed. The first and most obvious thing is that the 3D software renderer was ditched and all rendering was done natively with our PowerVR GPU... which actually wasn't as simple as it sounds. The tilemaps for these levels have had to be tessellated into a bajillion PVR quads and transformed and rendered as individual polygons to look correct and run faster than a slideshow. Mr anonymous Ocarina of Time chad developer came up with a pretty slick LoD scheme for drawing tiles closest to the player at 1x1 pixel sizes with sizes increasing with distance up to 2x2 and 4x4 pixels, allowing them to reduce the overall number of tile vertices that have to be transformed by the SH4 CPU and submitted to the PVR GPU, by strategically keeping the majority of the polygon detail closest to the camera, with detail decreasing as the tiles get further away. Next, the 3D geometry was preprocessed and converted from being triangle-based to being triangle-strip based, drastically reducing the number of vertices per model that our 200Mhz SH4 CPU had to transform (with plain integer arithmetic and no FPU vectorization, since this is all slow-ass fixed-point integer math)! Finally, it was discovered that the lighting was a disproportionately significant contributor to the TnL load on the SH4 for processing vertices. Jnmartin came to the realization that 99% of the time only the Y axis direction is considered for lighting equation intensity with just a white color. So this simplified lighting model got baked into the renderer, which gave another round of gainz. So in the end, after all of this work came together, a draw distance of 75% the distance of the retail Sonic Mania versions was achieved for the decorations, plus the character models have their full geometry count and have not been simplified on a freaking Sega Dreamcast with a 200Mhz SH4 CPU and only 16MB of RAM! 🔥

Falco Girgis

88,417 views • 5 months ago

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SURPRIIIIIIISE!!! The beta release of our Grand Theft Auto Vice City port to the Sega Dreamcast is finally here! Here's an actual hardware capture of raising some hell in the beautiful streets of Miami taken straight from my DC to celebrate! We've now added graphics settings for 2xFSAA to give it a less jagged, more smooth look and have added a video mode for rendering to a 24bpp framebuffer, which adds extra depth and vividness to the colors! While we still have plenty of work to do regarding features, assets, and performance, I am extremely proud of our team after what we've accomplished within just a few short months with this port that, for the last two decades, was considered literally impossible for the console to handle. It has been an absolute honor and privilege to work beside you crazy and talented bastards! I also want to thank the Sega Dreamcast and Grand Theft Auto communities for rallying around this cause and coming together to help us test and debug this release along with the previous GTA3 release over the last several months. Your support and diligent work has been vital for ensuring that the games have been fully playable on the DC, and your constant support and feedback has been an inspiration to the team. We couldn't have done it without you! For instructions on how to convert your (LEGALLY EFFING PURCHASED) PC versions of GTAVC into a image which can be played on the DC, the instructions can be found here: PS: No, this is not an April Fool's joke, but we're going to love everyone thinking it is! Guess you're gonna have to try it to find out!🤣

Falco Girgis

153,237 views • 1 year ago