Permanently stuck in #16bit world and obsessed in developing on my Sega #Megadrive. Check out #SGDK, a free and open source Sega Mega Drive Development Kit 🙂
Well @justjamie1983 just made my weekend even better with a truly in-depth coverage of mega r-type
https://t.co/DCpjY7J5Z1
As he says in the video, the game is done now and is even better than the demo 1.3 he’s checking out. I hope I can update the demo soon and even better update everyone in the release when everything will be clear. Thanks to Jamie and to everyone for the support so far!
Aqui está minha atualização sobre zoom no mega drive, é só uma tech demo, fiz em algumas horas, da pra trabalhar em cima e melhorar algumas coisas, mas eu estou satisfeito com o volume de stream de dados, esta fazendo DMA no cenario e nos sprites.
#megadrive#segagenesis
@LIGNEJ_SNCF Merci pour m'avoir répondu, on a fini par arriver (1h pour faire st Lazare à Herblay sur Seine) mais c'est vraiment rageant ces problèmes à répétition en ce moment. Le plus difficile c'est en général le manque d'informations sur la reprise possible du trafic.
Update on the game's progress 🐉🔥
✅ I created the game's Sound Engine.
Now it's much simpler to add sounds to a move, and also to share sounds of common moves between fighters.
#SGDK#megadrive#dragonball#sega#homebrew
Hey everyone.
We just received the very first PCBs for the #GBA version of Demons of Asteborg DX, and we wanted to share them with you.
It was quite a puzzle trying to fit everything into the strict 32 MB limit of the console, but we made it work. 👾
Uɴʀᴇᴀʟ:
#SEGA#Saturn vs #Pentium4
In the XL2 demo for the Saturn with that great draw distance that makes the large environments a visual delight, there is still room for improvement: compared to the original and the Pentium 4, but we'll see what the new updates bring
A brand new action-platformer running on real Game Boy Advance hardware in 2026.
Demons of Asteborg DX, made by a small French team, on actual cartridges.
Free playable demo:
https://t.co/EANf3TM5pa
#GameBoyAdvance#NeoGeo#IndieGameDev#RetroGaming#Steam
Been working on a SNES first person horror shooter for the last few months.
Built from scratch in C and 65816 assembly.
Running on real hardware (this clip is from a modified emulator).
Here’s a short clip.
#SNES#RetroFPS#IndieDev#Homebrew#Games
** Sega MD 3D engine update 7 **
Speed up rendering by another 15-20 % !
Massive unrolling of the line drawing hotpath has seen a good pickup in the rendering although further improvements are needed , particularly for small triangles as most of the overhead is not in the drawing ( more time in setup vs drawing ) .
Added partial drawing of Quads , this was a major pain due to all the edge cases , as Quads are basically a triangle top (optional) - a middle trapezium and a bottom triangle (optional) and any part can be clipped or offscreen .
Implemented a frame pacing algorithm for the camera so as Frame rate fluctuates with detail the forward Z rate is altered, its as bit janky still .
Track control just snaps back to position after it runs through a short sequence.
Work continues on Parodius and we have some cool things to show in a video soon .
#SGDK #SegaGenesis #MegaDrive
** 3D Engine Update 6 **
New Buffer System. 15-20% Faster !!
Using Planes A and B interleaved horizontally we can get the best of all worlds with a near continuous frame buffer for fast Triangle & Quad writes and still use DMA for fast sending of the RAM frame buffer to VRAM. Normally you get one benefit without the other leading to tradeoffs.
There is a caveat ofcourse, I lose a spare plane , however thats not a large concern for what im trying to achieve, i still have the full sprite load if i need to simulate ground etc - we can also multiplex sprites if needed.
So each plane is full of half fill tiles ( 4 pixels set in each tile row ) , which are then slightly offset to make the full image.
Also changed to H40 mode for faster DMA albiet centered view , plenty of Hud options for side panels etc.
What is quite cool is the layout in VRAM is very similar to what you see on screen just with some striping . VRAM layout to the right. Theres no more VRAM used verse a normal double buffer , the trick is here to send the buffer in one frame always as theres no room for a double buffer in vram.
I have to implement partial ofscreen drawing yet hence the snapping from front to back you see still .
#SGDK #SegaGenesis #SegaMegadrive
MEGAWiFi ADDON!!
y si pudiera jugar On Line con mi consola?🤔
Por fin llego!
Megadrive, más viva que nunca. ¿Quién dijo que lo retro estaba anticuado?
Read more at
👉 https://t.co/hRpuVRUiEp
#megadrive#retro#gaming#tecnologia#juegos#technology