Hi there, I don’t know why you follow me here on Twitter. I mostly retweet stuff I like and from time to time I’d like to comment things. I am just a normal guy
Terrahawks - I'd have bought into an official game for sure, it's almost tailor made for a space strategy release! Such rich visuals. #1980s#retrogaming#C64#CommdoreC64
Street Fighter X Tekken (2012)
This game was delisted from all platforms and is no longer playable! Until now!
>Download Below<
Includes the Playstation exclusive guest characters!
Cole MacGrath
Toro
Kuro
Pac-Man
and Mega Man!
Complete with all DLC! Online functionality has also been restored via RPCN!
I have a new website and it's kind of like a game! 👾
👉 https://t.co/rm0i8o0VJK
Come hang out in Neon City, chat to NPCs, hit the Raster Bar, earn Resident Status, and see what else is hiding around the streets :)
Let me know what you think! (also when you spot any bugs🐛)
One of the first times I ran the Alpha Mission FPGA core with sound, after several months of work—starting from scratch on paper and going through endless simulation sessions.
This indie dev is making a snowboarding game inspired by SSX but in space
- Boost to take down rivals or smash into shortcuts
- Use grappling hooks and rocket thrusters
- Splitscreen for 4, online for 8
It's called CarveOut 2160. Would you play this?
** Sega Genesis 3D engine update 8.5 **
A smaller update - Scrolling left or right of the sprite based background is implemented along with X camera shifting of the 3d plane.
The Exodus emulator has been used with sprite boxing enabled so you can see the background sprites making up the object ( their outlines ) and how they move to tilt the image .
The background is made up of 112 sprites (51 are multiplexed in that number as the Genesis is limited to 80 without mulitplexing eg basically re-using sprite hardware as the screen is being drawn ) . In a 6 x 17 sprite grid of 16x32 pixel high sprites.
If the tilt affect was not neccessary or only 1/2 the angle of tilt effect was needed, I could get away with 1/2 the number of sprites and just used 32x32 sprites instead. I think the tilt effect adds a bit to movement however.
This is very similar to how a Neo Geo would build its backgrounds up - in 16 pixel strips however its sprites are tall as the screen or more but the concept of making backgrounds up in 16 pixel wide strips is similar. The NG uses sprites to build any background layers required. Here on the Genesis the reason is rendering is much faster using both the 3d planes and using a total sprite background for this engine.
Initially i had a lot of things breaking when I tried to move the camera in the X dimension much , as i'd optimised the vertex transform path heavily and once beyond a certain camera offset the X value was wrapping around causing a lot of breakage in the rendering. Thankfully solved that issue without marginal impact to cpu .
It still needs work , perspectives are a bit wrong etc but it won't be hard to fix.
Also found some rendering speeds ups, about 8% by optimising fully onscreen quads and optimising the clearing of the frame buffers more efficiently.
@TonimanGalvez has been hard at work on HUD elements and more 3d models so will have something to show for that soon.
#SGDK #SegaMegadrive #SegaGenesis
@MisterAddons AI is just a tool. If it helps developers create accurate MiSTer FPGA cores, that’s great. But accuracy has to remain the priority—that’s the main reason I use a MiSTer. Otherwise, I don’t see the advantage over simply using MAME on my PC.
Ghost in the Shell has been trending in recent weeks, just a reminder that the PS1 got one of the most fun arcade style shooters where you pilot Fuchikoma, I can't recommend it enough.