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goldenageturbo.bsky.social

@goldenageturbo.bsky.social
213 followers 57 following 135 posts

I'm making a game for PS1, N64, Sega Saturn, 3DO, Dreamcast, n-gage... www.patreon.com/cw/GoldenAgeTurbo www.youtube.com/@noahthepoohloudies…

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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 12/10/2026
I have implemented wall levers 😊 (this is from the #ps1 version) You can find a timelapse of the coding and the asset creation session in the Patreon #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 06/10/2026
Today I’ve worked on a room that is going to hold the last bit of a puzzle necessary to move to another level. Here is how it looks on #segasaturn. Also, in my patreon you can find a blender timelapse of the creation process. #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 02/10/2026
So now I have a Patreon, if you have some extra money, want to help out & get access to dev builds and some other goodies the link is in the replies. Also, I've uploaded another youtube update for all consoles, also in the replies 😊 #n64 #ps1 #dreamcast #3do #ngage #segasaturn
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 18/09/2026
(#n64 capture). There is this problem with libdragon that causes AA to break when setting up the RDP to render cutout textures of a specific type. While that is fixed I created 2 different RDP settings, one for opaque and another one for cutout. (1/5) #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 17/09/2026
Another update on this, close to final. Created the nebula background on Inkscape, the planets are just spherized textures on CS6 and the title and the van are models in Blender. #retrogaming #indiedev bsky.app/profile/gold...
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 09/09/2026
Wall jumping to infinity and beyond! (#ps1 capture) #retrogaming #indiedev
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N64brew @n64brew.bsky.social · 05/09/2026
N64brew user @salmorejobueno.bsky.social showcased Goblin Nights 64, a arcade management and turn-based combat game made with Tiny3D: www.youtube.com/watch?v=QXYi...
youtube.com
Goblin Nights 64 - Teaser
YouTube video by Tinto
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 27/08/2026
With the #ngage update I closed the circle, #ps1, #saturn, #n64, #dreamcast and #3do are all running on the latest version of the engine. Now I will fix a few more bugs and work on opening the patreon hopefully before the end of September #indiedev #retrogaming
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 25/08/2026
This is the #ngage running the latest engine update. Before the latest round of improvements fps would hoover around 10-15 fps, now they range from 18-28 fps (1/4). #indiedev #retrogaming
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 19/08/2026
Oh a waterfall...
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 12/08/2026
Having fun trying to make some 90s renders for the manuals? in blender. Still WIP #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 11/08/2026
Small quick stop on #dreamcast. Bumped the texture resolution from 32x32 to 128x128. It looks really nice even on my lame composite capture card, and the game still holds up at 60 fps (640x480) Next back to #ngage to close the circle #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 05/08/2026
Smalls #3do update. Got rid of the crashes, and got around 10ms back by forcing the compiler not to read some 16 bit variables as 2 different bytes, but lost some of that gain on audio (works now, stored in VRAM), and rendering collectables (billboarded) (1/3)
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 31/07/2026
I’ve seen this marketing stunt where devs slap an asset from game X into an “engine” on platform B and claim, X running on B! So on that subject... We got Super Mario 64 for #3do at home !!! #indiedev #retrogaming (1/3)
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 24/07/2026
I managed to get a fz1 with a broken disc drive for a nice price, now I can put an ODE and get back to this soon :) bsky.app/profile/gold...
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 22/07/2026
There are still things left to be tested (and fixed) for all platforms, but this is the first time since I started the project that #n64 #ps1 and #saturn are running on the same version of the engine #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 17/07/2026
Bringing back #n64 wasn’t difficult, the previous update was running on version pretty close to the new on, but there were some deeps to 27/28 fps. Here is short video explaining how I got rid of those. #retrogaming #indiedev
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Kaptajnen @kaptajnen.bsky.social · 16/07/2026
If you aren't already, you should check out @shannonbirt.bsky.social They've been working on some pretty incredible #homebrew projects for the #Sega #MegaDrive that really pushes the hardware Like this newest demo, showcasing full polygonal 3D graphics on stock hardware #gamedev #retrogaming #SGDK
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 10/07/2026
It holds up! #ps1 version running at 640x240. I didn’t have to do much other than rearranging the VRAM. I’m using the dual shock sticks to move the player/cam. Even though my tv is mid (and recording is terrible), all these consoles look so much better on it. Next stop #n64 (1/2)
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 07/07/2026
This is the #ps1 running the latest engine iteration at 512x240. I want to push it to 640h to see if the GPU can handle it. Higher resolution improves stability when there's no subpixel precision, which would be a nice touch. Captured from real hardware. #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 05/07/2026
I started tinkering with homebrew back in late 2016. The first video is from July 2017 (#PSX), the 2nd is from Nov 2018 (#PSX) and the 3rd one is from Dec 2018 (#N64). Nearly 10 years of scraping together time to work on it, time flies, homebrew development doesn't 😅
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 03/07/2026
Got it running at 30 fps throughout the hole level. If you are interested on the technical details here is another wall of text: pastebin.com/VyyAa1Hs Running on a stock #saturn Some glitches left, but those are easy fix. Now I can finally move to #ps1 #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 19/06/2026
An update on the #saturn version. I’ve written a technical wall-of-text XD if you want to understand better what’s going on in the video: pastebin.com/P08K3qv6 #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 11/06/2026
By default the player totally controls the camera, but I've implemented an option to pick how much do you want the camera to move behind the player (recorded on stock #saturn) (1/2) #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 02/06/2026
Fake water refraction and caustics running on a stock #saturn. (A simple wave function displaces the vertices and colors, I will slow it down a tad) Also implement stationary level particles, like those butterflies you can see there. #retrogaming #indiedev
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Kaptajnen @kaptajnen.bsky.social · 26/05/2026
The #SegaXtreme Saturn 31st Anniversary #Homebrew Showcase is upon us! Prepare to get spoiled by many impressive #SegaSaturn projects in the following weeks! One of them is this really cool #DragonBall beat'em up by "NaiSan" Download: drive.google.com/file/d/1p_Qf... #retrogaming #retro #gaming
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Breathing Retro @breathing-retro.bsky.social · 27/05/2026
Introducing PSoXide: an all-in-one #PSXdev environment #retrodev #PlayStation1 #ps1 #retrogaming #programming #coding #gamedev #indiegamedev #lowpoly
old.reddit.com
(Properly) Introducing PSoXide: an all-in-one PS1 dev environment
Hey everyone, I want to thank you all from the bottom of my heart for the amazing response to my first...
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 20/05/2026
#saturn struggled to render the new level on real hw. I reshuffled all the morphing and got back 8ms, which benefits all consoles. but it broke all the ports again, mainly the asm/microcode. Didn’t feel like start rewriting all that today, so worked on this little cool effect😎 #indiedev #retrogaming
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SEGA SATURN, SHIRO! @segasaturnshiro.bsky.social · 13/05/2026
Fafling's back with a new version of his optimization patch for Saturn's Doom port! Check out just how much better it runs: www.segasaturnshiro.com/2026/05/13/f... #sega #saturn #segasaturn #retrogaming #retrogames #videogames #セガ #セガサターン
segasaturnshiro.com
Fafling Optimizes Saturn Doom Even More
Homebrew developer Fafling’s back with a new version of his optimization patch for Saturn’s Doom port, now making some levels run at a frame rate 2½ times faster than the notoriously sl…
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 12/05/2026
Took a slight detour, compiled the project for linux so I could use valgrind and simulate cache settings similar to #saturn, not a 1:1 comparison, but good enough to point you to some things. I already saw a couple of glaring things I missed 🤓 #indiedev
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PandaMonium @pandamonium.bsky.social · 09/05/2026
My nearly eight hour “multi-part” video about Digital Pictures, a leading force of FMV games in the 1990’s, premieres live in about a half hour. Featuring mountains of unreleased footage, interviews, internal documents, and canceled games. youtu.be/QM-I1G_UEr0?...
youtu.be
Digging for Isix: A Digital Pictures History
YouTube video by PandaMonium Reviews Every NTSC-U Sega Saturn Game
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 09/05/2026
Short video with some fixes, also showing the LOD/morphing that allows for relatively large environments to be rendered on #saturn using just a few quads. #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 07/05/2026
And back to the #saturn version. It took me nearly a day to compile a version of mednafen that would help me out with dev, and then another day to boot it. There are still some glitches, hopefully soon I can start working on improvements #indiedev #retrogaming
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 04/05/2026
Some more improvements for #ngage. The raster has been improved a bit more and now music and FX are also playing in the background. More details about the process in a post below. #retrogaming #indiedev
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Anaël seghezzi @anaelseghezzi.bsky.social · 30/04/2026
Testing hardware sprites with a point based depth-test to on/off them behind polygons. I don't think it's needed for the sides but for future obstacles ? #SGDK #BlastEm
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 27/04/2026
#ngage raster fixed for the most part, not time to work on the optimizations :) #retrogaming #indiedev
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Kaptajnen @kaptajnen.bsky.social · 26/04/2026
Found this really cool proof-of-concept #SegaSaturn demo by @frioglobal1.bsky.social Demonstrating 3D vertices being processed on the Saturn's Audio SCSP DSP chip This would make it possible to offload 3D math processing, freeing up room for other tasks youtu.be/7ve8xyCD7ME #retrogaming #homebrew
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 24/04/2026
Back to #ngage until I find a shop in Madrid that can install FZ10 ODEs. Since the engine is still under heavy development, as with the other platforms, once I’m back to an old platform, there is a lot of stuff broken (1/2) #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 23/04/2026
With the help of people at the 3dodev discord I manage to poke directly to the math coprocessor (more details below), this showed some promising results but when I burned a CD and tried on real hw it wouldn’t boot, prob something easy to fix but I need to get an ODE(1/5) #retrogaming #3do #indiedev
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The Dreamcast Junkyard (is 20 Years Old!) @thedreamcastjunkyard.co.uk · 23/04/2026
The indie Dreamcast scene isn’t slowing down anytime soon. Four more titles are heading to the Sega Dreamcast, and two potentially with online play 🤯 👉Noah & the Poohloudies 👉Sonic R (port from PC) 👉SuperSolar 👉OverServed Read the blog for info: www.thedreamcastjunkyard.co.uk/2026/04/four...
thedreamcastjunkyard.co.uk
Four More Games Coming to the Sega Dreamcast! — NATP, Sonic R, SuperSolar, and OverServed
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 20/04/2026
#3do supports RLE texture compression in VRAM, the gpu will decompress them at no cost. Having smaller textures is important because the bus gets blocked during rendering and since 3do doesn't have any cache (1/2)
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 18/04/2026
Segaguru made a video about NATP 😎 #dreamcast #n64 #ps1 #saturn #3do #ngage youtu.be/wMP9y3jQqQ4?...
youtu.be
NEW! NATP Sega Dreamcast Homebrew - Also 3DO, PS1, NGAGE, N64 and SATURN!
YouTube video by thesegaguru
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GoNintendo on Bluesky @gonintendo.com · 16/04/2026
Noah and the Poohloudies Shares N64 and Dreamcast Port Progress gonintendo.com/contents/59897-noah-… #n64
gonintendo.com
Noah and the Poohloudies Shares N64 and Dreamcast Port Progress
Port to the Past
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Michael Fitzmayer @mupf.dev · 16/04/2026
I wrote a few fast-path optimisations for the Nokia N-Gage back-end of #SDL3. It's still not perfect, but hey - the N-Gage never was and we loved it anyway, right? #影ケロ
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 16/04/2026
🥰 bsky.app/profile/game...
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Kaptajnen @kaptajnen.bsky.social · 15/04/2026
Creating an #indie #homebrew for #retrogaming consoles from scratch is no easy feat But how about making said game on 5 #retro consoles with vastly different architecture? That's what @goldenageturbo.bsky.social is doing with their upcoming #indiegame "Noah & the Poohloudies" #PS1 #N64 #Dreamcast
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 15/04/2026
Crash fixed. Next vertex colors. #3DO doesn’t support that nor untext quads, to get around it the exporter now iterates through the model vertex colors, picks the most prominent 16, & creates a texture, quads later on index the first pixel of a row with the closest color #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 14/04/2026
Another #3do update. The level geometry and textures are back up. I have an ugly crash probably caused my a memory leak somewhere, I have to get that fixed before I start working on improvements #indiedev #retrogaming
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 13/04/2026
#3DO lacks dedicated audio memory and also its OS eats a lot of RAM. I've cleared space for level loading, but I'll likely store audio in VRAM since there's plenty left there. Anyway, I've got most of the texturing back up and running :) #retrogaming #indiedev
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goldenageturbo.bsky.social @goldenageturbo.bsky.social · 13/04/2026
Since the game is under heavy development every time I work on a platform it basically breaks the others, so I’m constantly playing catch up. Now back to #3DO which currently looks like this😅 Got a few things I want to try on and also some nice tips from people at the 3dodev discord, so back at it!
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