@Sako_Pacoi
iAccount based inSpain
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MSX + Dragon 32 + Commodore Amiga + Ordenadores retro en general + Judo + Betis
Sevilla, España
Joined September 2016
- Tweets5.6K
- Following618
- Followers618
- Likes244K
Pinned Tweet
Desde pequeño soñé con este momento. Espero que disfrutéis de mi primer juego "Vampire Slayer". Gracias a todos los que me apoyaron. github.com/sakopaco/vampires…
Francisco Gálvez retweeted
El Metal Gear de MSX2 ha sido portado al ZX Spectrum Next por Claude, a partir del desensamblado que hice.
Metal Gear ported to the Next by Claude, using annotated MSX disassembly by Manuel Pazos github.com/GuillianSeed/Meta…
Hace casi dos meses comenté por aquí la necesidad que tenía el proyecto En busca de Mortadelo de incorporar un músico. Finalmente, la búsqueda dio sus frutos y el juego está listo para ser publicado en breve.
msxblog.es/en-busca-de-morta…
Francisco Gálvez retweeted
Konami's CUE BRICK - MSX2 Remake released.
Download here - github.com/ToughkidDev/MsxRe…
Francisco Gálvez retweeted
Contra vuelve al Amstrad CPC 6128 con scroll continuo
amstradpower.es/contra-vuelv…
Francisco Gálvez retweeted
The Secret of Monkey Island is now playable on MSX2, MSX2+ and Turbo R. This fan conversion brings Screen 5 graphics, MSX-MUSIC, mouse support and the classic Lucasfilm point-and-click adventure to MSX hardware. #MSX #RetroGaming generationamiga.com/2026/10/…
Francisco Gálvez retweeted
What if you had a great idea for a #C64 game, but you lack the time and skill to create your masterpiece. Is it such a bad thing using AI tools to bring that idea to life?
Share your thoughts in the comments..
Francisco Gálvez retweeted
Tomb Raider on the Commodore 64?
Four nights. A hundred prompts. A Tomb Raider that actually boots on a Commodore 64 Ultimate.
Dave Izon’s Raider 64 is the kind of thing the C64 scene argues about before it finishes loading. He had the idea years ago — Lara-style rooms, climbing, traps, enemies — then parked it, because the graphics in his head never made it onto the screen. This month he handed the art problem to Astra, the model he says finally produced sprites he was willing to use, plus a custom character set he says was better than anything he would have drawn himself.
He kept going. Gameplay pieces, a Tomb Raider-flavoured tune. Four nights and well over 100 prompts later, the prototype looks like the game he had been failing to finish by hand. He is blunt about what it is not. He says this is not programming a C64 game, and that people who say so are right.
He knows the 6510, the charset limits, and the SID budget. This pass was a test of the toolchain, not a claim that the machine got easier.
The needs a RAM Expansion Unit. The 6510 still only sees 64K; the REU is a DMA bank the CPU cannot address directly, so frames get copied into main RAM.
I played through on my Commodore 64 Ultimate, the download is still an impressive release. Custom charset rooms, platforms, ladders, hazards etc.
It is a prototype / demo that is fully playable and looks amazing. This was my first time playing so just like the OG Tomb Raider I had to nut out the puzzles, and I have to say this is really good. Just 4 days and Dave and his Ai friend produced this. Impressive.
So the question worth answering: if the idea is good and the author cannot draw, compose, or finish coding on their own, is a game that exists because of Ai, better than a game that never exists? Or does the scene only count when a human fought the VIC-II for every frame?
Is this the future of Commodore 64 games?
(For further updates follow Dave's YT Channel and download the playable demo from the links in the comments below).
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Francisco Gálvez retweeted
Zanac for #MSX with Wavegame support:
youtu.be/Kwzr6sgD1hk?si=uTwz…
Have fun!
#MSX @msxsnatcher @Supmsx @DTensoMSX @FilesGuy @thegeps74 @imulilla @tecnostalgia @merman1974 @klaxmsx @patriksretrotec @ishwin74 @MSXBlog @ENTEBRAS @mdpc___ @bitsofbas @bitvision2010 @1re1 @CasperCroes
Francisco Gálvez retweeted
High Way Star for the MSX (Way Limit/1983).
Top-down action-racing game, colorful and very compelling for such an early title on the MSX1.
It plays like Namco's classic Rally-X, but you have to refuel at the gas station, and it features overpasses on the map, but no smoke release.
Ahora cuando pregunten si Princesa of Persia salió para #MSX, podemos decir que sí. Jesús Manuel Montañés vino del futuro y nos lo contó 35 años antes. Un visionario.
Francisco Gálvez retweeted
I've started work on a minimal basic for C-BIOS. If completed it should allow basic loaders to load from tape or disks. It would expand the functionality of the c-bios enormously. Currently I'm only doing some experiments but what is there works as expected. I'm using AI, and I've run out of credits. More progress next month when my credits reset.
Bare Knuckle II (Streets of Rage 2) in the actual streets of Tokyo.
I’ve been building an engine to reconstruct games and re-render them in new ways.
One of them is spatial rendering. This runs standalone on Meta Quest 3 with a PS5 gamepad.
Francisco Gálvez retweeted
Vengo a que perdáis un poco vuestro tiempo.
¿Has crecido bajo MS-DOS?
Pues aquí tienes casi 6.000 juegos de los 80/90. Los he traído desde Archive y diseñado como si fueran los 80. Elige tu "monitor", busca el juego e inicia con .EXE o descubre más cosas en "Others".
PLAY-DOS
Francisco Gálvez retweeted
Good Morning my Lovelies.☕️
It's starting to feel a little spooky here on twitter. Something dark and sinister is coming.. 🖤🐈⬛️🕸🕷🖤
Francisco Gálvez retweeted
UPDATE: Shadows of Belial.
We have updated the game download.
We recommend downloading it again to ensure you have the latest version.
Many thanks to everyone for your feedback.
retroworks.es/php/game_en.ph…
retroworks.es/play/gamecard.…