Proyecto Mega Drive retweeted
Chooper Zero: Projeto do meu amigo Emerson da Arcade Solutions!!
Chopper Zero: Project by my friend Emerson from Arcade Solutions!!
facebook.com/share/1DmRD7zAZ…
#sgdk #megadrive #segagenesis #sega
Proyecto Mega Drive retweeted
Projeto do @GabrielPyron e do @ReySilveira28
que eu tenho dado uma ajuda na parte da programação.
Agora com animação no Cenário, o vento das hélices agitando a roupa dos militares na base.
Proyecto Mega Drive retweeted
You asked for it, so we fired up the helicopter engines to feel the wind in your face...
We also added new moves to update the game, to make the experience of the first game closer to that of the sequels
@RheoGamer @ReySilveira28
#megadrive #segagenesis #sega #artoffighting #aof #neogeo #snk
Proyecto Mega Drive retweeted
The #SEGA #mastersystem #sms its on fire!
In recent years, several incredible projects have been released for the SMS, and now another great one is coming to the public.
I'm happy that fans have been showing the potential of these consoles day after day.
smspower.org/Homebrew/SuperM…
Proyecto Mega Drive retweeted
Working on a new boss area for Razing Core. I removed the boss to avoid spoiling the surprise! 💥 #mastersystem #homebrew
Proyecto Mega Drive retweeted
"I Know Some People Don't Like This" - Final Fight MD's Latest Project Uses GenAI. (Image: @MXRetroDev) timeextension.com/news/2026/…
Proyecto Mega Drive retweeted
Bullet Rhythm: Testing with MSU / SEGA CD
Using the CD audio quality, I believe I achieved the desired goal, and today I did my first test with the MSU standard, which can also be used by those who have a SEGA CD, but, at the moment, the cartridge will be indispensable, as I am not programming natively for the SEGA CD, only using the audio tracks.
This experiment will automatically benefit future titles with optional audio tracks, including Final Fight MD (yes, finally, you can include the SEGA CD audio).
Although I know some people don't like this, Bullet Rhythm will have its music tracks entirely made by AI (with complete or partial lyrics of my own authorship), and I want to make sure not to hide this fact.
In short, the video shows only a premature embryo, being the first test of its kind. I hope you enjoy it.
Proyecto Mega Drive retweeted
第7ステージのミニボス「#Earthion」。そのスタイルや見た目は、『
ソルジャー・ブレード』の
ボスや敵を彷彿とさせる
つまり、ロボットの中にロボットが入っているということだ
@Karu_gamo
Proyecto Mega Drive retweeted
Game Progress: Jump physics added, still missing the spark and smoke effects for jumping and landing, but the movement and physics are to my liking. I divided the jump into four stages to precisely control each animation state. #sega #megadrive #dragonball #sgdk
Proyecto Mega Drive retweeted
What are you looking at ? - nothing much haha just my version of hello world in 3D !!
For a while now I've been wanting to dable in a 3D engine but had no clue where to start until recently .
I didn't want to use anything existing, just start from scratch and figure it out - have fun along the way.
So Day 1 - We have a double buffer in , 256x128 frame buffers so 2 x 16 kb buffers .
Line drawing is all in C for now - asm will come eventually, we could have 40% more lines without affecting the frame rate but it just would be harder to see anything until i get colors and solid triangle fills going as well as something that resembles a 3D model.
Using a fast movem.l assembly clear from buffer to buffer , so nothing precise but its doing the trick .
I first used a DDA algorithm , then Bresenham , then Bresenham + modifcations . Its over 100% faster than where I started today so thats a good start.
Not sure where this will go , a boss - maybe will have to see.
Work continues on Parodius and we have some pretty cool bits to show on that soon .
#SGDK #SegaGenesis #MegaDrive
Proyecto Mega Drive retweeted
Final Fight MD #Sega #MegaDrive
#Genesis Developed by @MXRetroDev this "built from scratch" version is undoubtedly the definitive version for the console surpassing the Sega CD and Snes versions in several aspects
What has been achieved is magnificent #retrogames
#Homebrew
Proyecto Mega Drive retweeted
Now that I’ve finished the UI, I can focus on combat. I implemented a damage system (1–9999) and calculated player/enemy movement paths. Next: fix palettes and optimize VRAM usage—maybe by moving the whole UI into a bottom bar.
#megadrive #leyria
Proyecto Mega Drive retweeted
** Sega Genesis 3D engine Day 2 **
Added solid filled triangles.
Added colors ( full 15 color buffer ) .
All code in C so far apart form the buffer clear and DMA buffer sending so should be some good speedups to come yet once line / triangle routines are ported to 68k Assembly.
I've done basic filling optimisations in C such as where we can write longs eg fill 8 pixels at once for interior parts of the triangle the function will utilise that.
Still using 3 divisions per triangle setup , I think i will see if I can use a cheaper reciprical multiplication instead.
All rotations vertices are calculated live , in 2d space at present.
#SGDK #SegaGenesis #SegaMegadrive
Proyecto Mega Drive retweeted
Well... Some guys said thats was April fools joke..
Here, once again you can watch #artoffighting running on real #megadrive #segagenesis
The spirit of #neogeo lives on this machine
@RheoGamer
And @ReySilveira28
are working with me on our free time to make it happen
Proyecto Mega Drive retweeted
Com algumas limitações é claro.
Um sistema caseiro com 64KB de memória de vídeo, mas manteve relativa fidelidade ao original.
A resolução, tamanho dos sprites e quantidade de frames está 1:1 com neogeo.
@GabrielPyron @ReySilveira28 responsáveis pelo projeto. Parabéns caras.
Proyecto Mega Drive retweeted
Game Progress: I added Parry, Heavy Attack, and Low Attack moves for Yamcha and Piccolo. For Yamcha, I had to create some moves that weren't in the game. The next step will be adding dash and jump animations. #sega #megadrive #dragonball #sgdk
Proyecto Mega Drive retweeted
#SGDK imporved framerate on video with 3d engine integration. applied @spacebruce wisdom with vdp stop and start and dma flush. now runs on ntsc between 14-16 fps if no movements...and 9-14 running (depends on the road shape).more track seg rendered (4 vs 6 today)with better fps