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Metal Gear Solid 32X CD

https://youtube.com/watch?v=EoS07bxLITk
cowgod
  10/26/26
...
cowgod
  10/26/26
You’re pretty good
AI_concubine
  10/26/26
...
Richard Ames
  10/27/26
...
cowgod
  10/27/26
A Triumph. How are you making this stuff? Also fucking a...
Richard Ames
  10/27/26
Excellent question. I shall render a brief reply, for I am a...
cowgod
  10/27/26
lmao this may as well be written in Mandarin. Amazing. Keep ...
Richard Ames
  10/27/26
Engineering, champ
cowgod
  10/27/26
...
cowgod
  10/27/26
...
cowgod
  10/28/26


Poast new message in this thread



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Date: October 26th, 2026 10:00 PM
Author: cowgod

https://youtube.com/watch?v=EoS07bxLITk

(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50204942)



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Date: October 26th, 2026 11:01 PM
Author: cowgod



(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50205092)



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Date: October 26th, 2026 11:05 PM
Author: AI_concubine

You’re pretty good

(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50205097)



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Date: October 27th, 2026 9:16 PM
Author: Richard Ames



(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50207930)



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Date: October 27th, 2026 9:14 PM
Author: cowgod



(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50207915)



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Date: October 27th, 2026 9:16 PM
Author: Richard Ames

A Triumph.

How are you making this stuff? Also fucking actual IRL LOL at the hashtags.

(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50207928)



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Date: October 27th, 2026 9:19 PM
Author: cowgod

Excellent question. I shall render a brief reply, for I am a busy man. This is an optically paged, loosely synchronized, cross-ISA, mixed-endian-toolchain, fixed-point-rendered, multi-clock distributed real-time system masquerading as a 1994 video game console (add-on).

SMD operates the core action. Snake’s movement, jumping, crawling, punches, bullets, enemy behavior, collision, most boss behavior, scrolling backgrounds, and hardware sprites. Its Z80 also plays short effects such as gunshots through the sound chip.

MCD: storage, loading, and recorded sound: Holds the areas and artwork, loads the next area, and plays the original music and dialogue. Its shared RAM also holds the engine that the Genesis processor executes.

32X: extra presentation and rendering: Draws the main title screen, subtitles, boss-health displays, aiming overlays, and additional effects. It renders the jeep chase’s polygonal tunnel and painted jeep/gun images. Its second processor plays the immediate alert sound, Animated GAME OVER presentation, Konami/KCEJ startup logos, palette fades, and title transitions, Snow and glowing embers layered over certain cutscenes, REX’s laser overlay and additional Hind/REX explosion and fire effects, Ocelot’s Ninja intervention visuals. The extra 32,000k Colors also come in handy.

The 3 units and they're component parts are not merely Discrete, but are, in a manner of speaking, Joint and Several, working in Tandem at key moments including, but not limited to:

Hind fight: Genesis moves Snake, the helicopter, and projectiles and resolves hits. Sega CD supplies the area and soundtrack. The 32X draws the lock-on display, boss health, and additional destruction effects. This is Huge.

Codec scene where Naomi scolds Snake: Genesis animates the elevator arrival and cigarette sequence. Sega CD loads the scene artwork and plays the conversation. The 32X displays subtitles timed to the actual audio position.

Jeep chase: Genesis reads controls and runs combat logic. Sega CD supplies music and scene data. The 32X renders the perspective tunnel, Liquid’s jeep, your gun, and aiming display

And the Sega CD 68000k can't even load another area without the Genesis 68000k relocating a position-independent waiting routine into private RAM, because it's literally about to surrender ownership of the memory containing its own executable instructions. Five processors. Three interconnected consoles. 42 audio tracks. One increasingly deranged memory map. By god. The tower of power is a fuckin' heterogeneous five-processor federation comprising two M68000 execution domains, two SH-2 Harvard-derived RISC cores and an independently arbitrated Z80, distributed across three pieces of hardware with mutually incompatible memory ownership semantics, instruction encodings, DMA constraints and synchronization primitives. IOW, not SMP architecture. The Genesis 68000k executes a dependency-closed extraction of Alien Soldier assembly blocks, including implicit fall-through edges, relocated branch targets and reconstituted dispatch tables. 36 independently linked 64 KiB overlays are all position-resolved against $230000, making bank replacement an exercise in static relocation combined with runtime optical demand paging. The main 68000k cannot continue instruction fetches from the very memory being reassigned to the CD sub-68000k. Consequently, a position-independent trampoline is transplanted into private Genesis RAM at $FF1000, with an independently accessible stack, before ownership transfer. The CD processor stages, validates, checksums and commits the incoming bank before returning control. One erroneous ownership transition and the instruction stream becomes inaccessible while the processor is still fuckin' executing it. The 32X compounds this nonsense with a separate dual-SH-2 subsystem. Gameplay state is serialized through communication registers using an odd/even sequence-counter protocol approximating a seqlock: reject odd generations, sample the payload, resample the generation, reject nonidentical observations. Otherwise the presentation processor can render REX phase two using phase one's health register imo. There is no magical shared C structure, no coherent multicore abstraction, no unified address space. Merely a collection of asynchronous machines agreeing, provisionally, on what Solid Snake is doing. The master SH-2 then performs 8-bit indexed framebuffer composition, with 320 × 224 = 71,680 visible pixel bytes, plus a 512-byte line table. The final jeep chase uses 160 × 112 fixed-point convex-polygon scan conversion, perspective division, depth ordering and independently composited full-resolution character artwork. No FPU, no hardware z-buffer, no triangle accelerator. Just integer arithmetic and an increasingly offensive quantity of carefully scheduled memory traffic afaik. Btw, the Cutscenes were a challenge imo. PlayStation music sequences are rendered offline using the original MIPS music driver, then mastered into CD-DA alongside the actual dialogue. Snake's conversations synchronize to the optical drive's BCD-encoded 75 Hz playback position, converted into 60 Hz animation time. Otherwise the DARPA chief starts gesticulating before his fucking dialogue even begins. Btw, the iconic alert sound can't use the CD drive because seeking would interrupt the music. So the second SH-2 independently plays it through the 32X PWM hardware while the Z80 handles weapon samples through the YM2612 DAC. Meanwhile the first SH-2 renders the additional presentation, including subtitles composited over Genesis graphics. 'Nuff said.

(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50207951)



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Date: October 27th, 2026 9:21 PM
Author: Richard Ames

lmao this may as well be written in Mandarin. Amazing. Keep up the great work.

(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50207970)



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Date: October 27th, 2026 9:25 PM
Author: cowgod

Engineering, champ

(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50207993)



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Date: October 27th, 2026 11:58 PM
Author: cowgod



(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50208475)



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Date: October 28th, 2026 12:19 AM
Author: cowgod



(http://www.autoadmit.com/thread.php?thread_id=5914826&forum_id=2#50208521)