
• Veteran @GodotEngine contrib. (a.k.a. RandomShaper) • Senior eng. at @W4Games • #indiedev • Maked (and making) #Hellrule • Making a #pointnclick eng. + game
Spain
Joined March 2019
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Pedro J. Estébanez — Pedrocorp retweeted
𝐕𝐮𝐞𝐥𝐯𝐞 𝐋𝐚 𝐏𝐫𝐢𝐬𝐢𝐨́𝐧, el primer 𝐌𝐌𝐎 𝐞𝐬𝐩𝐚𝐧̃𝐨𝐥, de la mano de sus autores, ahora renombrado a 𝐏𝐫𝐢𝐬𝐨𝐧 𝐋𝐞𝐠𝐚𝐜𝐲.
A partir de Noviembre en 𝐒𝐭𝐞𝐚𝐦, nos lo explican sus creadores en el podcast.
msdos.club/floppy-118-vuelve…
Pedro J. Estébanez — Pedrocorp retweeted
He ido a mi tienda de confianza y me ha dicho que este reloj #casio es lo último de lo último
No me han timado ¿verdad?
Pedro J. Estébanez — Pedrocorp retweeted
Timmy Time Adventure (2026) by Warrior (Warcom Software) for MS-DOS.
A young inventor's time machine misfires, scattering its parts across four historical eras. Navigate traps and foes to get Timmy home.
🎁 warrior-rockk.itch.io/timmy-…
#homebrew #msdos #retro #game #timmytimeadventure
Pedro J. Estébanez — Pedrocorp retweeted
I finished my last game! A retro platform game for MS-DOS called Timmy Time Adventure.
Help Timmy on his time travel to recover the parts of his machine and return to his time.
Free download or play online: warrior-rockk.itch.io/timmy-…
#msdos #platformer #retrodev #allegro #msdosclub
Pedro J. Estébanez — Pedrocorp retweeted
Dejo el enlace a una encuesta en el canal, sobre qué temática os gusta más en aventuras narrativas
youtube.com/post/UgkxORQDx6F…
Our GodotCon Boston talk is now on YouTube
"Where Every Millisecond Counts": the rendering work we did for @Meta and @Google to make Godot fast on standalone XR, most of it upstream in @godotengine.
Foveation, multithreading, spec constants, FP16, and other goodies
youtube.com/watch?v=d8HF2WPc…
Pedro J. Estébanez — Pedrocorp retweeted
in a few minutes and at a total cost of fifteen cents I built a tool that would save me countless hours of googling how to do anything in the shell:
Pedro J. Estébanez — Pedrocorp retweeted
This is a Game controller from the Nintendo Gateway System.😎🤘
A Video Game system used by many airlines which allowed passengers to rent Super Nintendo games mid-flight using a credit card.
I acquired this a few years back, priorities pushed this onto the back burner, and so it still remains a project on my todo list to interface and test. #Nintendo #SNES #Gateway #retrogaming
Pedro J. Estébanez — Pedrocorp retweeted
𝑭𝒓𝒆𝒅𝒅𝒚 𝑯𝒂𝒓𝒅𝒆𝒔𝒕 de 𝘿𝙞𝙣𝙖𝙢𝙞𝙘 luce ESPECTACULAR en FÓSFORO VERDE (IBM - PC). Museo Arcade Vintage de IBI.
Pedro J. Estébanez — Pedrocorp retweeted
The animation shows how the disc seamlessly buffers the space between the condyle and the temporal bone. Watching the precise timing of this translation is crucial for understanding tracking issues, clicks, and lockups.
Animation created inside our app, Skull, Teeth & TMJ.
Pedro J. Estébanez — Pedrocorp retweeted
¿Por qué Monkey Island no es la mejor aventura de LucasArts?
youtu.be/rHfD9La_LWs?si=8EkV…
Pedro J. Estébanez — Pedrocorp retweeted

Mitchell Hashimoto@mitchellhJun 17
United States
United StatesConnected via United States App StoreAccount-level information, not a live location or per-post device.
Creator of Sqlite on pull requests: "You say, oh, it's free. No. It's not free. What you're doing is asking me ... to maintain it for you, to to document it for you, to test it for you, to maintain it for you for the next 25 years. That's not free." Yep.
Wise words from a wiser man than me. I've told people for the past decade and I have recent posts on here saying the same: the merge button is the easy part. Its the decade+ (Richard says 25 years) that follows where you've accepted the transfer of maintenance thats hard.
Pedro J. Estébanez — Pedrocorp retweeted
A20 was not "keyboard line" Dave.
8088/8086 had only 20 bits for addresses so it had up to A19 line. 80286 had 24 bits and added A20-A23. A20 was a normal address line.
Ever run MEMMAKER or edit CONFIG.SYS? Here's a story...
One of my very first projects at Microsoft was for MS-DOS 6.2, and it involved moving the Doublespace compression engine and parts of SmartDrv into the HMA, or High Memory Area.
Then you could run MEMMAKER, and it would find up to 25K more than you had before. 25K was a big deal in that place and time!
The only problem was that I was new to x86 and had no idea what the HMA even was. It turns out that on an 80286, when you get to the top of the 1M area, what happens if you point "past" it by combining your segment and offset registers to a value greater than 1M?
In other words, does your pointer wrap at 1M or go up into high memory that might be installed?
On an 8088, all it can do is wrap. But on an 80286, it COULD be resolved into the next higher pages of memory. But which behavior should the system do?
To solve this, IBM used the A20 line on the PC, which is actually a keyboard line. If set, your pointers wrapped, and if not, they went into high memory.
This gave you the ability to reach into "memory above 1M" even on a 1M system, which is kinda crazy, but that's how it worked.
So I put all the code I could stuff into the 64K right above the 1M boundary, then stubbed everything with jump tables in low memory. I forget why the net was only 25K and not 64K - but there were probably other HMA consumers as well, I imagine.
Anyway, that's how I spent the first month of the summer of 1993! And there was much rejoicing.
Pedro J. Estébanez — Pedrocorp retweeted
Pero, ¿qué es esto? ¿Acaso『La Aventura Original』de #AventurasAD plena de color? ¿Para DOS y Amiga? ¿Funcional en equipos reales? 😮
La respuesta es sí a todo ello, oye, gracias al intérprete ADP de @jlcebrian, que está dándole los últimos retoques. Pronto en sus pantallas. 🤩
we named it random access memory (RAM).
then we built three levels of cache, prefetchers, data-oriented design, and an entire performance-engineering discipline whose whole purpose is making sure nobody accesses it randomly.
Pedro J. Estébanez — Pedrocorp retweeted
C++ devs love Undefined Behaviour so much,
They even made a function to introduce UB on purpose.
Pedro J. Estébanez — Pedrocorp retweeted
¡Ya no puedo aguantar más el secreto!
"PREGÚNTAME POR SCUMM II" aterrizará el 30 de junio en Amazon. 400 páginas dedicadas a la historia de LucasArts en el periodo 1990-1995...
Físico: 17,99 €
Ebook: 4,99 €
Si vibraste con el primer volumen, prepárate para vivir los secretos de los desarrollos que marcaron la edad de oro de las aventuras gráficas. #SCUMM2






































