Versão Ltda

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Versão Ltda

Versão Ltda

@versaoltda

VersãoLtda is carving a unique niche in the retro gaming community with innovative approach in development. Specializing in creating new titles for Sega Genesis

Sao Paulo, Brazil 参加日 Temmuz 2024
11 フォロー中44 フォロワー
Stone Age Gamer
Stone Age Gamer@StoneAgeGamer·
@versaoltda I mean, if you want to play them the size of a postage stamp, live the dream, lol.
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Stone Age Gamer
Stone Age Gamer@StoneAgeGamer·
@versaoltda That I'm not certain on, but I would guess no? It seems specifically designed around the lenses they designed for LABO VR.
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SaviorMarks
SaviorMarks@canaljogovelho·
Introducing the lineup of Versão Ltda, we are very proud to present to everyone our first video. We truly hope you enjoyed it, and there is much more to come. See you soon! #versãoltda #segagenesis #NES #retrogame #indiegame #indiedev
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SaviorMarks
SaviorMarks@canaljogovelho·
Rising from the desert sands, the sub-boss Sarcophagus emerges to challenge the hero, turning the journey in #swordoftheapocalypse into a fierce trial. What trials will Henzo faces on the second stage of SotA? Do you like arcade ninja action? #SGDK #segagenesis #gamedev #Retro
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RheoGamer
RheoGamer@RheoGamer·
Fiz essa demo aqui pro meu amigo FJA, é um stage do street fighter alpha adaptado pro mega, e o ryu. Está com os golpes especiais e supers, e os golpes normais também. O que acharam? será que daria uma versão bacaninha? #sgdk #hamoopig #megadrive #segagenesis
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RheoGamer
RheoGamer@RheoGamer·
Escutem um minutinho dessa porrada que o @RDiggoSilva mandou no mega drive. Épico demais.
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Versão Ltda
Versão Ltda@versaoltda·
@spacebruce Wow that's amazing!!!! Can think in a lot of uses to that!!!
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Space ☆ Bruce
Space ☆ Bruce@spacebruce·
Megadrive sprite manipulation tests, I'm putting together a boss battle that uses both of these (secret you CANNOT see it before Halloween) The scaler code automatically picks low or high quality depending on CPU load, rotation needs some work.
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Shannon Birt
Shannon Birt@birt_shannon·
** Mega Parodius Update ** Since last showing : Added HUD power up line. Added animating water layer. Added HUD Score / Hi Score & Lives top HUD. Added Missiles - the way they run on the ground and follow hills is pretty cool I think . Added Double shot . Added 2 Lazer segments per Ship / Option as per Arcade , also variable width lazers ( this was a major pain to get working ) - now they can be up to 256 pixel wide. The longer attack is pressed the longer the lazer segment. Still need to add Lazer collision detection with forground, Lazer coding is the gift that keeps giving it seems ! Stage 1 music is on its 3rd revision from @VTRCHIPMUSIC , the Orchestral beat was added via the PSG chip since the last update . Its really a treat for the ears working with Vector !! @GabrielPyron has been feeding me lots of samples for the voices / SFX , also retouching a tonne of GFX from the arcade and early start on Level 2 artwork, which is looking superb ( as usual from Pyron ) even at this early stage. Speedup Horizontal Interupt Sorting routines by converting from C to Assembly for a 40-50 % speedup . Took 3 days but was worth it . Good thing is this will be backported to S.O.TA also. Using nested macros in Assembly for the lazer segments ( there are 10 of them ) I've been able to clean up the Lazer handling code and with the sorting routine speedup its helped as its now handling twice as many lazers segments. Using forground for game objects like we do here for the lazers is much more painfull that it should be due to the forground plane wrapping around. So every lazer segment has to check for plane wrapping boundaries etc. Worst case 10 lazers get split into 20 smaller segments to handle the plane wrapping . Benefit ofcourse is the massive coverage we have with no sprite overloading , I estimate its saving up to 40 sprites to use the FG for Lazers !! Hopefully get some enemies in the next update !! #SGDK #Parodius #SegaMegadrive #SegaGenesis
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Wesley Marques
Wesley Marques@wfmarques·
Hello everyone. It took a long time, but we finally have a Demo of NightVein. So if anyone can help test I’d really appreciate it. Team Programming: Wesley Marques @wfmarques Pixel Art: Yargo @Yarghu Music: Diggo Silva @RDiggoSilva Download ROM here retrohammer.com
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Shannon Birt
Shannon Birt@birt_shannon·
** Parodius Update ** The team - @GabrielPyron , @VTRCHIPMUSIC and I have all been flatout busy .. still we have had time to do some wee bits on Parodius for Sega Genesis. Since last update : More colors !! the background now uses Interupt trickery to have 19 colors so far (from 16) . Just got it working today as the lazer interupts colliding with the color change interupts had to be sorted out. So there are more 3 more blues shades in the background. You can see index 0 and index 11 in the CRAM viewer re-using color indexes on the RHS as the screen draws. Theres about 9 interupts driving lazers and background updates now, the cpu sorting / setup is costing about 8 %cpu but I'll live with it for now. Stage 1 track reworked by Vector, reduced vgm size to 101 KB ! ( xgm2 further reduces this to 53kb ) And it also includes the choirs, recreated in FM and PSG sound. He promises further enhancements to come too. Vic Viper Shot and Lazer SFX added , Speed-Up , Lazer Announcer speed samples added . I'm very happy with how the voices turned out in particular , Pyron has supplied modified samples to get better volume levels. Background collisions for the standard shot implemented , next I'll do the lazer . More of the vic viper power ups and Power up bar hud / animating water to add yet. #SGDK #Parodius #SegaMegadrive #SegaGenesis
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SaviorMarks
SaviorMarks@canaljogovelho·
And more about stage 2 and this one will be a blast! Lots of things to do yet but we're in the way =) BTW this is a little old version, new one has even more details hehe. Do you like ninja games? So don't miss #swordoftheapocalypse for #segagenesis!!! #sgdk #screenshotsaturday
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Shannon Birt
Shannon Birt@birt_shannon·
Well productive day in SOTA , albiet not quite where I want it to be yet performance wise. The black gap about 1/3 way down in the VRAM is the saved tiles using SingleTile Streaming vs MetaTile streaming . I estimate its 160 tiles or so , which is a big deal when vram is tight as it is in this game . I've written ~ 75% of the hotpath in Inline assembly , made a new DMA queue for single tiles that does a DMA Queue for ~ 140 cycles ( very cheap for a DMA queue ) and its all working nicely - just not fast enough for my liking yet. Single tile streaming without tweaks the workload is about 4x metatile streaming ( my metatiles are 4 tile blocks ) . Im running a just over 2x at present here with single tile streaming so getting there. The isssue at present is its still updating in metatile chunks (4 tile chunks) so worst case we hit a row update and on worst frames it can do 60+ tiles easily ( row updates are 22 metatiles ) . So 60_+ dma calls + the dma time etc .. its over my ideal cpu allocation for it . Next steps is splitting the metatiles in half , or i'll virtualise it to a tilemap first so we I update half the tiles at once. I literally need to do this so the mid level boss can have the BG loaded at same time haha .. the squeeze is real !! #SGDK #SegaMegadrive #SegaGenesis
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Versão Ltda
Versão Ltda@versaoltda·
Thank you to all our composer’s amazing subscribers! And huge thanks to the old dev team the team @RheoGamer — congrats on your new journey, and best wishes ahead! Soon we'll announce the new team of #swordoftheapocalypse
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