Closing talk for the GCC Toolchain Devroom FOSDEM '24
● Brought C23, C++23, Objective-C, D, Rust, and Fortran to the Sega Dreamcast game console with a patched GCC toolchain for our home-made operating system and SDK.
● Took the audience on a tour, surveying the various bleeding-edge new language features, and showing them running on a tier 3 embedded platform.
● Discussed toolchain, standard library, and operating systems-level implementation details for various features.
Invited back to FOSDEM '25 as the opening talk for the GCC Toolchain Devroom
● Showed off bleeding edge GCC 14.2.0 and C++23-26 features on a tier 3 embedded platform, patched for our custom operating system and SDK.
● Discussed and demonstrated Rust as well as the Ada language on the same platform.
● Surveyed various architecture-specific micro optimizations and compared performance between inline ASM and compiler builtins.
● Demoed several high-profile, critically-acclaimed commercial games ported to the Sega Dreamcast.
I am a member of the team who recently undertook what has been described as an “impossible” and “miracle” port of the PS2 original games, Grand Theft Auto 3 and Grand Theft Auto Vice City, to the Sega Dreamcast, a platform with lower specs from the year 1999. The port uses advanced C++20 features, the latest GCC toolchain, and generous amounts of inline SH4 assembly. I was personally involved with hardware accelerating the matrix math and linear algebra behind the rendering, collision, and physics routines, which greatly improved FPS. In addition to this, I worked on game-play bug fixes, as well as on the VMU and work supporting the operating system in KallistiOS.
Bring it to the Dreamcast | SEGA DC Developer | Falco Girgis with Pixel Cherry Ninja
I am a member of the team who ported Sonic Mania to the Sega Dreamcast. I optimized the rendering, helped optimize RAM usage, and supported OS side task. I am also credited with contributions to Driving Strikers, Doom 64 DC, Mario 64 DC, WipeOut DC, Sonic Mania, Mario Kart 64 DC ports.
I contributed to jnmartin64's port of Mario Cart from Nintendo 64 to the Sega Dreamcast. I was responsible for fixing the audio. Extreme optimizations to the audio mixer made full speed gameplay and pristine sound possible. Other optimizations to matrix math across the entire code base kept it fast and made it faster.