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gryson commented on Hideki Sato, designer of all Sega's consoles, has died   videogameschronicle.com/n... · Posted by u/magoghm
gryson · a month ago
Correction: Hideki Sato didn't directly design all Sega's consoles, but rather oversaw their development as head of the R&D department. He was only directly involved in designing the earlier consoles.

The Saturn hardware, for example, was designed by Kazuhiko Hamada and a team of about a dozen engineers who had previously made the System 32 arcade hardware.

In addition to his work leading Sega's R&D efforts, Sato should also be remembered as one of the primary reasons why Sega began investing more into arcade video game development in the 1970s.

gryson commented on Sega co-founder David Rosen has died   theguardian.com/games/202... · Posted by u/n1b0m
stuaxo · 2 months ago
Oh, "Collected Works" - for a moment I thought this was a book with a wacky name.
gryson · 2 months ago
Oops! Fixed.
gryson commented on Sega co-founder David Rosen has died   theguardian.com/games/202... · Posted by u/n1b0m
RyanShook · 2 months ago
If you’re interested in David Rosen’s story or Sega history in general I highly recommend Console Wars by Blake Harris. https://amzn.to/4q3YaOl
gryson · 2 months ago
In Rosen's last Sega-related interview with Keith Stuart for the book Mega Drive Collected Works, he disagrees with the Sega internal conflict narrative as presented in Console Wars and says it was just Sega of America CEO Tom Kalinske being unable to understand why certain decisions had to be made.

After Console Wars, he apparently stopped giving interviews because he didn't like that game historians were constantly getting the Sega story wrong.

gryson commented on Maybe the default settings are too high   raptitude.com/2025/12/may... · Posted by u/htk
crazygringo · 3 months ago
The article literally says:

> limiting myself to mouth-speed

Audiobooks are mouth-speed.

The article suggests this is the right slow speed, at least for the author.

Maybe you yourself want even slower, but that's not what the article is suggesting.

gryson · 3 months ago
And if you keep reading (at whatever speed), you get to the actual point of the article:

>So I tried slowing down even more, and discovered something. I slowed to a pace that felt almost absurd, treating each sentence as though it might be a particularly important one. I gave each one maybe triple the usual time and attention, ignoring the fact that there are hundreds of pages to go.

gryson commented on PicoIDE – An open IDE/ATAPI drive emulator   picoide.com/... · Posted by u/st_goliath
polpo · 4 months ago
The price will definitely be lower, and another difference is that PicoIDE will be entirely open firmware and hardware, while ZuluIDE is not.
gryson · 4 months ago
Good to hear. Thanks for replying.
gryson commented on PicoIDE – An open IDE/ATAPI drive emulator   picoide.com/... · Posted by u/st_goliath
polpo · 4 months ago
Fun seeing this posted - I'm the creator of the project. While it's meant to be a generic IDE/ATAPI emulator the two main use cases I envisioned for the project are in the area of retro computing: CD-ROM under MS-DOS and Windows 9x, where software-only virtual drive emulation options are lacking or nonexistent, and IDE hard drive emulation on early IDE machines where the drive geometries are fixed.

Since the project has been announced, lots of people have come out of the woodwork with other fun potential use cases, such as CD-ROM replacement in arcade cabinets and the Dreamcast, and hard drive replacement in multitrack recorders and samplers.

gryson · 4 months ago
How does the PicoIDE compare with the ZuluIDE? Are they direct competitors or are there different use cases?

I've been on the fence about getting a ZuluIDE for a while because of the price and because I don't exactly need one... I'll wait and see how the PicoIDE is priced.

gryson commented on Former Nintendo employees reveal what it took to launch the NES   hanafuda.report/articles/... · Posted by u/brandrick
charcircuit · 4 months ago
I can't stand localizers. The famicom didn't need to be completely redesigned in order for it to succeed. There was clear market success in Japan already, so they knew the software would be capable to sell systems. I feel like there are other strategies to get stores to stock the product that don't involve redesigning everything. For example they could give guarantees to purchase back unsold stock, and if the famicon failed in America they could ship the units back to Japan to sell them there.

Also, revealing they were doing illegal price fixing with Sega is not surprising.

gryson · 4 months ago
Sony of America essentially tried to do the same with the PlayStation.

SCE in Japan fought back and eventually positioned themselves within the company to be able to fire nearly all of the upper management in the US in order to promote their vision of the console.

It turned out no consumer in the US cared enough about the name, the size of the controller, or the color and look of the console to not buy it.

gryson commented on PS1 Programming Course with MIPS Assembly and C   pikuma.com/courses/ps1-pr... · Posted by u/ibobev
dmbaggett · 2 years ago
Yes, for Crash Bandicoot we had to entirely skip the C SDK for everything performance-critical; pushing arguments onto the stack and the SDK popping them off for each function call used more cycles than the underlying operation in many of these SDK calls.

Sony explicitly forbade this, presumably because they envisioned the API established by the C SDK as a way to ensure future backward-compatibility. We just ignored the rules and hoped the superior performance we could achieve would overcome any bureaucratic obstacles.

We also had to reverse engineer some of the PS1’s really nice capabilities. I only learned the hardware supported vector pipelining for strip rendering by noticing the coordinate values move from one register set to the next in the debugger.

Seeing that was a revelation: when rendering a polygonal mesh, you naively have to project three coordinates for each triangle. But if you convert your mesh into sequences of polygonal strips where each triangle shares an edge with the next triangle in the mesh, you only need to project a single additional vertex for each additional polygon in the strip. Observing the behavior in the debugger, it was obvious to me that the Sony hardware had in fact been optimized for this approach. But not only were we not given any documentation on this, we were instead told to use the C SDK, which didn’t expose this capability at all.

The PS1 also had 2KB of “scratchpad” that was slower than registers but much faster than RAM. Hearsay was this was a way for the CPU designers to make use of the physical space on the die meant for floating point instructions which the MIPS CPU in the PS1 didn’t have.

I used the scratchpad to store projected 2D “stamps” of the 3D world (stored in an octree) and Crash: a kind of low-res Crash Flatland. I could then check for X/Y collisions between Crash and the world very rapidly by inspecting the flatland bitmap stored in the 2K scratchpad. This was Mark Cerny’s idea; he was our producer on the Crash games and has also been responsible for PS2 through PS5 hardware.

gryson · 2 years ago
Thank you for posting this!
gryson commented on Akira Toriyama has died   noisypixel.net/dragon-bal... · Posted by u/gaoryrt
gryson · 2 years ago
What an odd comment. Dragon Ball, which is absolutely huge in Japan, is an original creation of Akira Toriyama. I mean, the top-earning Japanese film of 2018 was Dragon Ball Super: Broly, which sold 3 million+ tickets in Japan. Dragon Ball became the basis for how Jump structured all of its shonen manga. Its impact on the industry is incalculable. You'll be hard-pressed to find a Japanese person under 50 who isn't familiar with Dragon Ball.

Dragon Quest, a video game series that was very popular in Japan in the 1980s, featured character art by Toriyama. I wouldn't exactly call Dragon Quest "Toriyama's work". And while Dragon Quest is very popular among a certain audience, it doesn't have nearly the reach and broad appeal of Dragon Ball.

gryson commented on The world of Japan's PC-98 computer   strangecomforts.com/the-s... · Posted by u/jdblair
snvzz · 2 years ago
While it is true the PC98 had (and still has) quite the share of doujin games, I do not like how the article makes it seem as if all software was games, as if all games were doujin, and all doujin were perverted.
gryson · 2 years ago
Yes, the article is more about the (often incorrect) Western perception of the PC-98 than what it existed as in Japan.

u/gryson

KarmaCake day902March 18, 2019View Original