Michael Fitzmayer

Michael Fitzmayer

@mupf.dev

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

205 followers375 following208 posts

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Hi, my name is Michael and I am developing homebrew software for the Nokia N-Gage. I am currently working on a PICO-8 emulator. Sounds fun? Just follow me. 🤓 #NGageSDK

Michael Fitzmayer reposted

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

Michael Fitzmayer reposted

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.

Michael Fitzmayer reposted

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

Michael Fitzmayer reposted

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)

Michael Fitzmayer reposted

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.comMorrowind on PS Vita gets faster loading and improved performance with OpenMW v2.0OpenMW 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

Michael Fitzmayer reposted

Replying to @viridiangames.bsky.social

So this morning I made a Wing Commander ship viewer, and this afternoon I made a Civilization 1 map maker/viewer. This is crazy.

Michael Fitzmayer reposted

My old DKC Advance restoration tool has been rewritten to fully support the sequels. DKC2 and DKC3 Advance colors can be restored at last.

Michael Fitzmayer reposted

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)

It now lives on GitHub. Feel free to contribute! github.com/ngagesdk/N-V...

github.comGitHub - 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

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...

Michael Fitzmayer reposted

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!

Michael Fitzmayer reposted

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

Michael Fitzmayer reposted

This site uses "AI-collaborators" to regurgitate articles and steal images without permission.

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."

Hi, my name is Michael and I am developing homebrew software for the Nokia N-Gage. I am currently working on a PICO-8 emulator. Sounds fun? Just follow me. 🤓 #NGageSDK

Michael Fitzmayer reposted

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.

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

Hi, my name is Michael and I am developing homebrew software for the Nokia N-Gage. I am currently working on a PICO-8 emulator. Sounds fun? Just follow me. 🤓 #NGageSDK

Michael Fitzmayer reposted

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.comFrom 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 somewhereExplore this post and more from the embedded community

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!

Michael Fitzmayer reposted

"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

Michael Fitzmayer reposted

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.

Michael Fitzmayer reposted

GBAtoPy - #GameBoyAdvance Rom #Python transpiler https://daniele.tech/2026/05/gbatopy-gameboy-advance-rom-python-transpiler/ #retrogaming

daniele.techGBAtoPy – 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!

Michael Fitzmayer reposted

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

Michael Fitzmayer reposted

2e et dernier jour au Geek Life Lorient ! Si vous passez dans le coin, venez découvrir de nouveaux jeux #NES homebrew et tester Geek Life Le Jeu 😍 On vous attend ! #NES #homebrew #retrogaming #nesdev #indiegames #GeekLife