Code writer and web designer. I hack old games and rarely play them. I like dem colors.

Spain
Joined January 2009
This is without a doubt my best project to date. I hope you are as excited as I am!
The transforming hero Yakopoo is back in Trip World DX! Limited Run's Carbon Engine team & Sunsoft collaborated to create this all-new, colorized remaster of Trip World for modern consoles. Physical pre-orders open on April 28th. Learn more: bit.ly/3KJ58F9
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I've tweaked the intro screen, especially the ornaments. Hope you like it! And more importantly… I added hicolor mode! I'm using a lot of tricks in cutscenes with portraits to display as many colors as possible. (Don't watch the video if you want to go completely spoiler-free!)
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I ended up implementing a VWF for the jumbo text as well. I also tweaked the font to match the regular text, so everything feels much more consistent. Here's a before and after:
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Here's an update on how the retranslation is looking! If you've played the game before, believe me when I say this is doing more to make it feel fresh than the colorization itself. It still needs a final editing pass, but I'm really happy with how it's coming together.
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And here's a before-and-after with the gameplay I showed previously. It's pretty wild seeing how much it's been polished since then.
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Which English title? 1. For the Frog the Bell Tolls 2. The Frog for Whom the Bell Tolls 3. For Whom the Bell Croaks 1: Closest to the JP: same structure as Hemingway's title, with "frog" replacing "whom" 2: Way too long, but NoA used it on Miiverse 3: Two puns, like the original
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125 votes • Final results
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Loving my Pocket Advance
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With the VWF allowing longer text without needing as many text boxes and many constraints removed, I think I should retranslate the game. The TL did great given its limitations, but character tone can change dramatically now. Here's an example for Jap speakers. What do you think?
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I finally have a build with everything: 12px height font, VWF, colored bubbles and labels🥲 Almost everything regarding text is finished!
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Yeah, sure... Just looking a bit through that list: - Lego Island: commits by Claude - Jax 1, 2, 3: AGENTS.md - Midnight Club: commits by Claude - DBZ Budokai 3 HD: AGENTS.md - Dante's Inferno: AI usage is disclosed Remember: disclosure ≠ usage.
Getting tired of untested vibecoded ports that are just buggy and because no experienced coders are around, they can't fix it? Never fear, as I have listed decomps and recomps done by actual people and it will continue expanding! If you know any, lemme know!
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If you want to stay away from AI, that's perfectly okay by me. But let's be honest: that means staying away from almost every decomp/recomp project made in the past few years.
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There's a lot of confusion around the terms decomp, recomp, disassembly, and port, and people have been asking me which category Super Mario Land Advance falls into. A small explanation here, in case you're interested: toruzz.com/unlisted/2026-10-…
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I guess it's time to learn FamiTracker... (ignore the temporary options menu)
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I'm considering adding a "modern" behavior option to Super Mario Land Advance, including scrolling back. What do you think? Should I make it the default?
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Mario now always centers himself when entering or exiting a pipe, so there are no more weird clippings. Also... transitions!
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I'm seeing this article a lot in my feed, and honestly, I think the arguments made here are very simplistic. So I've written a bit about it and also put some of my thoughts on AI in retro games into writing. toruzz.com/unlisted/2026-09-…
Is there any harm in using AI to work on — or entirely create — projects for the Sega Saturn and elsewhere in the retro gaming scene? Yes, PandaMonium says in this opinion column, equating such work to digital asbestos: segasaturnshiro.com/2026/09/…
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Intro screen implemented, plus lots of tweaks here and there. What do you think?
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Super Mario Land Advance is coming along pretty nicely, and I'm having a lot of fun designing and tweaking all the little details. I hope I can share more soon! In the meantime, here's the tentative intro screen
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Super Mario Land Advance is coming along nicely! Here's an almost finished 1-1 (raw pixels in the next tweet)
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Still a lot left to do, but I'm happy with how it's coming along!
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I can't even put into words how much this simplifies a port like this, but to me working on the GB Bridge version seems almost stupid now. So, considering I have very limited time, and reducing months of engineering effort to a matter of weeks is the difference between... (4/5)
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...these projects actually happening or remaining ideas, I'd rather disappoint some people. Most importantly, I can now focus on the parts I enjoy most: manually crafting the pixelart, adding enhancements, and ultimately realizing my vision. (5/5)
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