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Michael Fitzmayer

@mupf.dev
199 followers 374 following 208 posts

Video game historian, N-Gage SDK creator, homebrew game developer, hacking culture cultivator and a nerd at heart. @ngagesdk.de mupf.dev

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Reposted by Michael Fitzmayer
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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Reposted by Michael Fitzmayer
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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Reposted by Michael Fitzmayer
fincs @fincs.mastodon.social.ap.brid.gy · 25/08/2026
Has anyone ever documented that Game Boy Player frame #13 contains tiny text listing the staff who made it? My attempt at a transcription is in the alt text.
Game Boy Player booting a regular Game Boy game. Tiny text is visible in the frame, such as:

GAME BOY PLAYER staff

Director
Tomoaki Kurozawa (??)

Main Program
Tetsuya Suzuki

Super View Shinya Takahashi Takashi Tezuka

Music
Taro ???do

Screen Design
Ken U??hara
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Reposted by Michael Fitzmayer
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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Reposted by Michael Fitzmayer
sorted99.bsky.social @sorted99.bsky.social · 13/08/2026
Going back to basics, and hand drawing the textures I need for the Dreamcast's newest tactical RPG Gael Force. Yes, in fact this is getting the best results. #dreamcast #indiedev #gamedev #handdrawn #tacticleRPG
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Reposted by Michael Fitzmayer
Thomas Cherryhomes @tschak909.bsky.social · 08/08/2026
OK guys, the #FujiNet for #Intellivision bring-up thread has started. forums.atariage.com/topic/392009...
forums.atariage.com
FujiNet for Intellivision bring-up thread
OK guys, At long last, I was finally able to get a working bring-up of FujiNet on the Intellivision. (sorry for the bad picture, my Intv1 with composite mod has a bad power board, and the only INTV I ...
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Reposted by Michael Fitzmayer
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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Reposted by Michael Fitzmayer
GenerationAmiga.com @generationamiga.bsky.social · 26/07/2026
OpenMW v2.0 gives Morrowind on PS Vita a serious upgrade: higher FPS, fewer crashes, faster loading and fixed maps. A smoother handheld experience that finally feels ready for longer sessions. #PSVita #OpenMW #RetroGaming
generationamiga.com
Morrowind on PS Vita gets faster loading and improved performance with OpenMW v2.0
OpenMW v2.0 is now available for PS Vita, and the update focuses on the things that matter most when running The Elder Scrolls III: Morrowind on ageing hand
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Reposted by Michael Fitzmayer
Fronkon Games @fronkongames.bsky.social · 25/07/2026
Eric Graham’s 1987 Amiga Juggler raytracer (Part 2): Porting to SDL #gamedev #amiga #gamedevelopment #indiedev
alphapixeldev.com
Eric Graham's 1987 Amiga Juggler raytracer (Part 2): Porting to SDL - AlphaPixel Software Developmen
Eric Graham's 1987 Amiga Juggler raytracer (Part 2): Porting to SDL In Part 1 of this blog series, we recovered the disk image, extracted the source files, and received permission
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Reposted by Michael Fitzmayer
Anthony Salter @viridiangames.bsky.social · 21/07/2026
So this morning I made a Wing Commander ship viewer, and this afternoon I made a Civilization 1 map maker/viewer. This is crazy.
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Reposted by Michael Fitzmayer
Marc Max @marcrobledo.com · 13/07/2026
My old DKC Advance restoration tool has been rewritten to fully support the sequels. DKC2 and DKC3 Advance colors can be restored at last.
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Michael Fitzmayer @mupf.dev · 13/07/2026
Getting somewhere.
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Reposted by Michael Fitzmayer
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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Michael Fitzmayer @mupf.dev · 09/07/2026
Just in case someone's wondering how I intend to output video.
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Michael Fitzmayer @mupf.dev · 08/07/2026
It now lives on GitHub. Feel free to contribute! github.com/ngagesdk/N-V...
github.com
GitHub - ngagesdk/N-Vision: A modern replacement for the original Nokia N-Gage screen capture hardware.
A modern replacement for the original Nokia N-Gage screen capture hardware. - ngagesdk/N-Vision
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Reposted by Michael Fitzmayer
EGVroom @egvroom.bsky.social · 08/07/2026
Wow!👀 Check out this crazy impressive #gameBoy port of Celeste -> joshop.itch.io/celeste-game...
joshop.itch.io
Celeste Classic port to Game Boy by joshop
This is a port of CELESTE (for the PICO-8, also known as Celeste Classic) to the Game Boy.
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Reposted by Michael Fitzmayer
Hackaday @hackadayofficial.bsky.social · 08/07/2026
It’s Now Imperative That You Copy That Floppy
hackaday.com
It’s Now Imperative That You Copy That Floppy
Hackaday Article
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Reposted by Michael Fitzmayer
Anatoly Shashkin💾 @dosnostalgic.bsky.social · 04/07/2026
Thanks to SDL3 officially adding DOS support there's now a fully functioning port of "Lego Island" (1997) for DOS! github.com/isledecomp/i...
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Michael Fitzmayer @mupf.dev · 05/07/2026
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Michael Fitzmayer @mupf.dev · 05/07/2026
Part of my "picking up old unfinished projects before starting any new ones" series (part X): let's build an open source/open hardware video out solution for the Nokia N-Gage. github.com/ngagesdk/N-V...
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Reposted by Michael Fitzmayer
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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Reposted by Michael Fitzmayer
haroldook.bsky.social @haroldook.bsky.social · 25/06/2026
youtu.be/F9MLpuvPDio?...
youtu.be
Q1K3 – Making Of
YouTube video by Dominic Szablewski
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Reposted by Michael Fitzmayer
Arnaud Meuret @meuret.net · 25/06/2026
Where @schurt3r.bsky.social, a “technically ignorant” reporter pretending to cover cybersecurity, makes a fool of himself by claiming an application causes a Windows kernel OOM youtube.com/watch?v=AA65...
youtube.com
Swiss newspaper calls me "technically ignorant", I tear Daniel Schurter to shreds
YouTube video by Louis Rossmann
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Reposted by Michael Fitzmayer
VGEsoterica @videogameesoterica.bsky.social · 25/06/2026
Premier 11, a lost Atomiswave game was acquired and dumped then converted to run on Dreamcast! A lost football game released during the World Cup...gotta love that! youtu.be/FcUa7iPEW1c
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Reposted by Michael Fitzmayer
Luke Plunkett @lukeplunkett.com · 25/06/2026
Hi! I'm looking to speak to anyone who is finding ways to resist/work around mandatory AI usage policies at work. Mostly games industry-related, but happy to speak to anyone adjacent as well! Published quotes can of course be anon if desired. DM me here or email at luke@aftermath.site, thanks!
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Reposted by Michael Fitzmayer
Dbug @dbug.defence-force.org · 22/06/2026
Currently upgrading the forum phpBB to the latest version. See: www.aikido.dev/blog/phpbb-a...
aikido.dev
Critical phpBB Vulnerability: Auth Bypass + RCE Since 2014
Aikido Security discovered a critical unauthenticated authentication bypass in phpBB affecting tens of millions of users. A single HTTP request is all it takes to take over any account — a vulnerabili...
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Falco Girgis @falcogirgis.bsky.social · 21/06/2026
Presenting FFFFTT--(F)ast (F)ourier (T)ransform (T)esting--captured from my Sega Dreamcast! github.com/meisei4/fffftt Real-time digital signal visualization demos--including CD audio playback support--with SH4 accelerated FFTs by yours-truly! #retrogaming #dsp #math #graphics #gamedev
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Reposted by Michael Fitzmayer
Theo Priestley @theopriestley.net · 21/06/2026
OMG Ultima might be coming back. tech.yahoo.com/gaming/artic...
tech.yahoo.com
The creator of Ultima is reportedly reclaiming the series' rights back from EA, and it could happen as soon...
"Every decade or so, I tried to work with EA on a revival of Ultima."
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Reposted by Michael Fitzmayer
PocketsUke @pocketsuke.bsky.social · 21/06/2026
N-gage news from the last few years. - a modern SDK was developed by @mupf.dev This allows modern game developmehttand porting. github.com/ngagesdk
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Reposted by Michael Fitzmayer
Sarah Shay @sarahshay.com · 14/06/2026
My biggest editing client has officially replaced me with an LLM, meaning I am now functionally unemployed. If any of you need a proofreader or copy editor and value having a human being who can tell right from wrong doing the job, let me know?
sarahshay.com
Copy Editing and Proofreading – Sarah Shay
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Reposted by Michael Fitzmayer
Time Extension @timeextension.com · 17/06/2026
This site uses "AI-collaborators" to regurgitate articles and steal images without permission.
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Reposted by Michael Fitzmayer
Ryan C. Gordon @icculus.icculus.org · 17/06/2026
"Come to watch me dip my hands into Chocolate Doom, but stay to hear my dog Clementine sigh deeply because I'm porting games and not playing with her. :)" www.patreon.com/icculus/post...
patreon.com
Porting Chocolate Doom from SDL2 to SDL3 | Ryan C. Gordon
This first part is a bit of a slog; it took longer than I expected and it's covering a lot of ground we've already covered in other videos,
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Michael Fitzmayer @mupf.dev · 16/06/2026
opn8.de open8 now has its very own website!
opn8.de
open8 - A portable PICO-8 emulator written in C99.
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Reposted by Michael Fitzmayer
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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Michael Fitzmayer @mupf.dev · 09/06/2026
open8 now has CI pipelines for FreeBSD, MS-DOS, Emscripten, Haiku OS, Linux, Windows, Nintendo 3DS, PS Vita, PSP, PS2, RISC OS, SEGA Dreamcast, and of course the Nokia N-Gage. How? I asked for cross-platform support and SDL3 responded with: "yes, all of them."
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Reposted by Michael Fitzmayer
Cabel Sasser @cabel.panic.com · 07/06/2026
Here's an easter egg in the new Lego Batman that I think all of you will REALLY appreciate. It's so good, I had to make a video.
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Michael Fitzmayer @mupf.dev · 07/06/2026
To test the portability of my PICO-8 emulator open8, I tried running it on DOS. Surprisingly, it wasn't that much work to get it going. @dosnostalgic.bsky.social
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Michael Fitzmayer @mupf.dev · 04/06/2026
It's been a while ever since I worked on open8, but I definitely made some good progress today. Even Celeste seems to work now, at least to some extend. github.com/ngagesdk/open8
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Reposted by Michael Fitzmayer
Breathing Retro @breathing-retro.bsky.social · 04/06/2026
Progress on Jet: "tiny, dependency-free, fixed-function 3D rasteriser written in modern C++17. It is designed to run on low-performance embedded hardware" github.com/CubeCoders/Jet #retrodev #esp32 #coding #programming #demoscene #embedded #GraphicsProgramming
reddit.com
From the embedded community on Reddit: Every time I think I've reached the limits of what the ESP32 S3 can do, I find more performance somewhere
Explore this post and more from the embedded community
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Michael Fitzmayer @mupf.dev · 04/06/2026
SDL 2.0 is now officially deprecated in favor of SDL 3.0: discourse.libsdl.org/t/sdl-2-0-fu...
discourse.libsdl.org
SDL 2.0 future support
While we will accept GitHub pull requests and may release critical fixes, we have no further planned releases of SDL 2.0. For new development, we recommend starting with SDL 3.0. For projects that ne...
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Michael Fitzmayer @mupf.dev · 04/06/2026
After finishing my last project, I reached out to the rights holder and received a respectful, friendly cease-and-desist letter. I don't feel bad about it; I learned a lot along the way. One lesson stood out: it's often better to pick up an old project than to start yet another new one. So I did!
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Reposted by Michael Fitzmayer
Time Extension @timeextension.com · 02/06/2026
"This Is The Most Evil Mega Drive Game" - Developer Kai Magazine Software Accused Of Using Stolen Artwork.
timeextension.com
"This Is The Most Evil Mega Drive Game" - Developer Kai Magazine Software Accused Of Using Stolen Artwork
Update: "This is stealing and selling for a profit"
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Reposted by Michael Fitzmayer
Kaptajnen @kaptajnen.bsky.social · 02/06/2026
"Game of Tobi" has taken on the daunting and quite ambitious task of porting #SuperMario 64 to the #GBA And not just an approximation, but an actual conversion that used the official source code from the original #N64 game Full Video: youtu.be/g3DFJanCuzo #homebrew #retrogaming #gameboy #Mario
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Reposted by Michael Fitzmayer
Lvaneede @lvaneede.bsky.social · 31/05/2026
Now that The Mario Galaxy Movie is on streaming services, I bought it and made a watchable VHS version for my collection. I recycled a Star Trek Voyager tape, which was just the right length. I then put the box art together based on the official DVD box art, and old VHS movies.
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Michael Fitzmayer @mupf.dev · 28/05/2026
@mikejmika.bsky.social Hey Mike, quick one: I’ve got a very specific question about Rifts: Promise of Power from your time at Backbone. Would you be open to a DM? Totally understand if not.
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Daniele Scasciafratte 🇮🇹 @mte90.mastodon.uno.ap.brid.gy · 25/05/2026
GBAtoPy - #GameBoyAdvance Rom #Python transpiler daniele.tech/2026/05/gbatopy-gamebo… #retrogaming
daniele.tech
GBAtoPy – GameBoy Advance Rom Python transpiler
"Contribute to Open Source: the right way" is my free and open source book, about... _Open Source_! It will help you improve your skills and understand how to start this journey! Months ago, I told myself: _“I have the computing power ofRegolo.AI, why not work on a special project where I can gain experience and do something uniquely useful?”_ There’s already the gb-recompiled project (Game Boy C transpiler), so why not do something similar for the **Game Boy Advance** (a topic I’m familiar with, as seen in my FOSDEM 2024 talk) but instead of using C (which I’ll never fully understand), let’s use **Python**? For the past few weeks, I’ve been uploading the code for this work to GBAtoPy. The code is entirely AI-generated using **Spec-Driven Development workflow** , and I analyze what it does, provide explanations, and make adjustments. I chosen `pygame` as unique only dependence because is a framework that includes a lot of stuff from keyboards supports etc. The code generator instead is in pure Rust that use a python file base of the various GBA internals and some stuff is hardcoded in Rust (that in the future can be organized better). The other thing it was that everything it was planned to be public online. This will be the first in a series of posts about the project, depending on how it evolves. ## What I learned I fed the AI all the GBA documentation at the assembly level, along with mGBA references. My first step was to create a setup system that downloads mGBA and test roms with a doc about GBA in this way doesn’t matter what model I use there is documentation that I can provide already evaluated and focused. Because sometimes the AI started doing an Emulator instead of a transpiler, so having references it was important to keep track also of the progress. After a lot of development, I realized a major issue: **automated testing**. The AI works best when it’s independent, so after creating most of the various stubs in Thumb/ARM assembly (yes, the GBA also supports Game Boy ROMs, so it has two internal assembly modes), I moved on to patching mGBA. Initially, I wanted to extend its Lua scripting to add some APIs, but the project doesn’t accept AI-generated code (see PR #3752). Then I realized the first step was to actually render something. I collected **66 test ROMs** (from emulators and other sources) for the GBA, which seemed perfect as a testing baseline. By modifying mGBA to take screenshots at various frames (see custom patches), I could automate the whole process. And finally, today**the first surprise! **Here you can see the transpiled python for the stripes.gba rom and the same one in mGBA. There is still a lot to do but hey there is a progress! There is a lot of documentation generated by AI (behind my requests) that you can find on: https://github.com/Mte90/GBAtoPy/tree/master/docs Instead if you are curious about the test roms: https://github.com/Mte90/GBAtoPy/blob/master/scripts/setup/download_roms.sh ## Next steps Tests all the 66 roms to see if the screenshot are the same until that part is done (and starting working on audio). Right now the system does 4 screenshot at 10/20/30/60 frames. I am planning to reorganize the code and maybe generate a more readable Python at the end because transpiling a GBA rom of 352 bytes generated a 200~kb python file (a 8MB rom generated 830~MB of python code). It make sense after all because it includes all the GBA environment (BIOS, hardware emulation etc) so converting a real game rom probably it will be in hundreds of MBs. IN our case generate 1:1 code from assembly that can be optimized to avoid this duplication everywhere. Also I want update better the documentation because it is not very good as there is a lot of “noise”. PS: I am not thinking about the performance right now. Stay updated for the next big interesting… update! PSS: In the next blogpost I will add also the various reports from the AI during the development that are more interesting. Liked it? Take a second to support Mte90 on Patreon!
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Reposted by Michael Fitzmayer
Kaptajnen @kaptajnen.bsky.social · 15/05/2026
The #Mario series was no stranger to bootlegs back in the #NES days One very well-known example is " #SuperMario Bros 6. " a simple asset flip that put Mario into Tiny Toon Adventures "Kensuyjin_33" has now taken this concept to the ultimate level and perfected it! #retrovision #romhacking #gaming
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Michael Fitzmayer @mupf.dev · 10/05/2026
This looks like a fun game one could play on System 7 too. 🍏
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Reposted by Michael Fitzmayer
Alastair Low (Lowtek Games) MASUKU 20th July! @alastairlow.bsky.social · 10/05/2026
should i port our new puzzle game #masuku to #playdate #gamedev #puzzlegame #indiegame
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