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Dug Fill 🧚♂️
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Dug Fill 🧚♂️
@DugFill
Dug the dirt, Fill it in the clouds. Hustle for one life. 2l4r4.wam 0x2Ea3CAa75BfC383FB25e033F07595C148e163dd9
Inscrit le Mayıs 2012
6.5K Abonnements1.9K Abonnés
Dug Fill 🧚♂️ retweeté
Dug Fill 🧚♂️ retweeté

Dug Fill 🧚♂️ retweeté

🔥JT’s Vintage Cards Monthly Vintage B/S/T🔥
- 1985 and back ANY sport OR non-sport
- Memorabilia can be posted as well
- No links
- Pics and Prices on EVERYTHING (good pics and good prices sell cards)
- No minimum price
- Anyone can post
- Reminder to get vouches or use g&s if needed
- Please retweet, be respectful, have fun!

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Dug Fill 🧚♂️ retweeté

GIVEAWAY! 🚨🚨
TWO users will get ONE of these cards for FREE! 🔥
Rules:
-like
-follow
-repost (bonus)
Card #1: 2025 Topps Series 1 Griffin Canning Black Cat #05/10
Card #2: 2025 Topps Chrome Logan VanWey Auto /499
Giving back to the hobby in an effort to grow my account! Winners will be announced Tuesday 3/24 at 7pm EST! Thanks for looking! 🫡🔥 @CardPurchaser @hawkman_cards




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Dug Fill 🧚♂️ retweeté

🚨 GIVEAWAY 🚨
The Spectacular Spider-Man #1 (December 1976) – FIRST ISSUE! COLLECTOR'S EDITION! CGC 6.0 GRADED KEY ISSUE!
To enter and WIN:
- Like this post ❤️
- Repost it 🔁
- Follow @ForAllTheMarvel to be eligible 🏆
Comment below 👇 your favourite Spiderman Character For A FOLLOW ❤️
Ends April 29th – winner picked at random. Good luck, True Believers!
– featuring Spider-Man swinging headfirst into battle against the deadly TARANTULA! In the explosive launch of Peter Parker’s brand-new monthly series, the web-slinger clashes with the agile international terrorist known as the Tarantula when he crashes a high-stakes press conference at Empire State University! With non-stop high-flying action, brutal hand-to-hand combat, and classic Peter Parker personal drama, this Bronze Age landmark issue by Gerry Conway and Sal Buscema is pure Spider-Man gold – an essential collector’s piece for any Marvel fan!
#SpiderMan #Tarantula #SpectacularSpiderMan #PeterParkerTheSpectacularSpiderMan #FirstIssue #TarantulaReturn #BronzeAge #ComicGiveaway #Marvel #win #GiveawayAlert #CGC #SalBuscema #TrueBelievers

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Dug Fill 🧚♂️ retweeté
Dug Fill 🧚♂️ retweeté

🦬 Game Day Giveaway ⚔️
If Jason Zucker scores tonight we will giveaway one item from our website to one person that Retweets and Likes this Post! ⚔️
To Enter:
-Retweet & Like This Post
-Follow @VictoryShirts20
Website: victoryshirtsshop.com
#sabrehood #BillsMafia

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Dug Fill 🧚♂️ retweeté
Dug Fill 🧚♂️ retweeté
Dug Fill 🧚♂️ retweeté

@Polymarket How many weapons can be bought with $2m per vessel?...
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@mnwild This is brutal... enjoyed her guest appearances on @SportsTalkWPG
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Dug Fill 🧚♂️ retweeté

Hello everyone! I'd like to announce that I'm revisiting Mega Man II from the NES, to the SNES.
Only this time, I'm going to attempt to port this over as a 16-bit port. This will NOT be a copy/paste of Wily Wars from the Mega Drive.
There will be 2 choices within the port, which is to play the game as either it's original 8-bit version, or the 16-bit version.
The 16-bit version will include multi bg layers, parallax horizontal scrolling, my usual QOL features with the L/R/X/A buttons, and more.
I'm hoping to have a true, SPC700 soundtrack to accompany the 16-bit version. That is something i'll figure out at the very end of production.
As for the gfx, I may look for an artist, or I may pull gfx from Mega Man VII, or Mega Man X, to match the level themes as best as I can. I am not looking to redraw the sprites, but rather have them shaded more to utilize the extra colors that will be available.
As of 3-22-26, I've spent the past week starting from scratch re-porting to the SNES, so that I can write down where every palette request, and vram request takes place. With the 16-bit version, it will be using dedicated CGRAM tables, so there won't be my usual CGRAM swap for the 16-bit version, cause that would be a nightmare.
For rom hackers, I will be moving all of the Wily 1-6 level data, out of the first 6 bosses level data locations. This will give the hackers more freedom with level construction, with all 14 stages in Mega Man II. This is mostly geared towards more space for 16x16/32x32 blocks.
I am also going to be redoing the OAM software sprite flicker. I've had huge success in Super C with literally eliminating software sprite flicker, and I hope to do the same for Mega Man II (just think of the first scroll in Metal Man's stage with the multiple spiked chains that fall from the ceiling)
I feel all of this work, will lead me to finally developing my own custom SNES game, something I've had planned ever since December 2022.
I will also have MSU1 available for this port, no longer just limited to the "Random" OST as the only MSU1 option, there will be my traditional multiple OST choices with cover art.
I want to thank all of you, for taking such an interest in my work! I am very excited with this project, as of this post, I've got the game running all the way to when you select any of the 8 bosses, and their introductions play. I'm literally going through the porting process with one operation at a time, so that along my journey I can prepare when to load either 8-bit data, or 16-bit data. The rom size will still be 4MB, with Hi-ROM/FastROM.
That's all the news for now. Thanks for reading, and let's see how this goes for 2026! 🙂

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Dug Fill 🧚♂️ retweeté
Dug Fill 🧚♂️ retweeté
Dug Fill 🧚♂️ retweeté
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