Bits Rule Games

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Bits Rule Games

Bits Rule Games

@BitsRuleGames

We are a small indie dev team based in Argentina | Currently working on #PhantomGear for #Megadrive #16bit #indiegames #gamedev #Retrogaming

Argentina Katılım Aralık 2018
1.8K Takip Edilen2K Takipçiler
Bits Rule Games retweetledi
Matteusbeus - Sega Retro Dev
Matteusbeus - Sega Retro Dev@matteusbeus·
If you haven’t retweeted this yet, please get your butt into gear and help us spread it far and wide. I need this game to break out beyond my little follow circle. Also still waiting for the day it gets big enough that @HIDEO_KOJIMA_EN drops a comment 😉
Matteusbeus - Sega Retro Dev@matteusbeus

Chords: - SEGA CD Snatcher-inspired adventure - Energy-filled OST by Super jet spade - Gorgeous pixel art by 108 stars - A storyline with more twists than SEGA OutRun - A hideo kojima indie love letter #MegaDrive #SegaGenesis #IndieDev

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Ezequiel | Wishlist Hayaku on Steam!
Some companies: $20 for a straight ROM dump. Me: Shaders,Custom borders ,Language toggle ,Built-in manual ,Save states. Budget $0 and 100% free
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Ezequiel | Wishlist Hayaku on Steam!
A few weeks ago I began a mini project to complement Hayaku IoD. It’ll be a free prequel focused on Yusuke’s story. Another interesting detail, this game is being developed for the Game Boy!
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Ezequiel | Wishlist Hayaku on Steam!
Here are a few screenshots of Hayaku’s mini prequel for Game Boy! BTW, I’ve been working on a modified build of SameBoy with a custom menu to make playing on PC as comfortable as possible. Added shaders, language options, save states, and the game manual. #GameBoy #GameBoyColor #indiegames #ドット絵 #indiedev #gamedev
Ezequiel | Wishlist Hayaku on Steam! tweet mediaEzequiel | Wishlist Hayaku on Steam! tweet mediaEzequiel | Wishlist Hayaku on Steam! tweet mediaEzequiel | Wishlist Hayaku on Steam! tweet media
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Taki Udon
Taki Udon@TakiUdon_·
Introducing the SuperStation one. An open-source PS1 FPGA gaming console that supports original games, memory cards, and controllers. Load games from a disk or a backup. Region free. Supports all MiSTer FPGA cores, including N64 & Sega Saturn. Learn more: retroremake.co
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Taki Udon
Taki Udon@TakiUdon_·
I just want to put this out into the universe. If you are a homebrew developer of a GB, GBC, GBA, NES, SMS, MD/Genesis, N64, or PS1 game with a free version or a free demo of you game, I’d love to ship it with SuperStation as a physical or digital demo disk.
Taki Udon@TakiUdon_

This is a very impressive PS1 game by @EliasDaler running on SuperStation.

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Derek Pascarella (ateam)
Derek Pascarella (ateam)@DerekPascarella·
(1/2) It's with tremendous pride that I'm releasing my new version of openMenu and the accompany card manager software, bringing virtual folders/subfolders to the GDEMU for the very first time (and more)! Download: github.com/DerekPascarell… Video tutorial: youtu.be/YZtgtykCnM4
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Pigsy
Pigsy@PigsyRetro·
It's that time of the year again where I showcase the new Sega Genesis / Mega Drive games and demos currently in development, and with over 60 entries I'm sure there are some surprises even for those of you hardcore people who follow the scene closely!
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Falco Girgis
Falco Girgis@falco_girgis·
AWW YEAH! Someone finally did it! @YTNaiAdventure is over here rocking dual Visual Memory Unit screens with his upcoming Sega Dreamcast homebrew game, Metal Canary! He just plugs the back VMU into a custom 3D-printed Maple port extender, and BOOM! He's got Nintendo DS VMUs going on!
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Shannon Birt
Shannon Birt@birt_shannon·
** Mega Parodius Update ( MegaDrive / Genesis ) ** 2 vid updates - In the first the Vic Viper players ship is heavily damaged .. only the bomb bay is operational ... so the viper goes on a bomb *blast* processing rampage !! ... This shows enemy destruction and some polishing of the bomb effect. The 2nd vid shows VRAM handling of objects with the tile viewer opened below the gameplay window. You can see objects load in , then as only the burning chests remain those animations are shifted live to maximise free object buffer. Progress since last progress vid : All collisions now implemented : Enemy to Player added , Bomb to Enemy added, Enemy Destruction added. Auto Defragging VRAM system implemented for Enemy Objects. Supports variable slot size also to maximise tile space . Fixed slot sizes wouldn't allow enough slots as they would need to be too large to cover all objects. Without defragging the VRAM would become like swiss cheese after a few screens of enemies also making larger slots difficult to allocate. Vram was getting tight due to things like the Blue Bell Bomb / White Bell text needing a reserved amount of vram ( as they can occur anywhere in the level via powerups ) . Theres also theres quite a bit of variety in Level 1 with warmup enemies , bottle enemies, chickens, crabs, orcas, chests, bees, penguin bathes, walking penguins, bouncing heads etc. We are also using all the arcade assets without trying to cut frames. It can't be loaded all at once so a dynamic system is needed. The enemy object buffer is 444 tiles presently for Level 1 , but the Catboss for example takes 308 when he's onscreen so things can get squeezed. For Mega versions of levels I wanted to ramp things up so that might mean we need more diversity in places than for the arcade accurate option , this system will help that also. The system can stream animation or utilise static animation if vram allows. Seems a mundane thing but sloppy vram management is the achiles heal of GFX diversity in a retro game . To help reduce the Bell effects VRAM buffer , Blue Bomb tiles required reduced to 120 tiles Max ( was 172 ) with no loss of quality . I've also reduced the sprite count by 6 sprites overall - down to 46 sprites used at max frame size. Lots more action / enemies to add yet but particularly the VRAM handling had to be improved before we can implement everything so glad thats in place now. @GabrielPyron and @VTRCHIPMUSIC have been busy with upcoming GFX / Audion for the port , as always I'm very gratefull to have these Masters working with me on the port . #SGDK #Parodius #SegaMegadrive #SegaGenesis
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Matteusbeus - Sega Retro Dev
Matteusbeus - Sega Retro Dev@matteusbeus·
Chords: - SEGA CD Snatcher-inspired adventure - Energy-filled OST by Super jet spade - Gorgeous pixel art by 108 stars - A storyline with more twists than SEGA OutRun - A hideo kojima indie love letter #MegaDrive #SegaGenesis #IndieDev
Matteusbeus - Sega Retro Dev tweet mediaMatteusbeus - Sega Retro Dev tweet mediaMatteusbeus - Sega Retro Dev tweet mediaMatteusbeus - Sega Retro Dev tweet media
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古代祐三 Yuzo Koshiro
古代祐三 Yuzo Koshiro@yuzokoshiro·
We still get asked about the release date for the MD/Gen cartridge from time to time. We can’t say the release date yet, but we’re almost ready to finalize the ROM for manufacturing, as the core game doesn’t seem to have any remaining issues or bugs. As the video shows, Earthion runs flawlessly on real hardware, just as you know it. Definitely worth the wait! #Earthion
古代祐三 Yuzo Koshiro@yuzokoshiro

久々にブラウン管TVで動画を撮ってみました。MD(VA7)実機によるアーシオン・Stage 6(後半)のプレイ映像です。実機でもこれだけたくさんの効果音が鳴ってもBGMがほとんど途切れません。ぜひ大きなテレビやラジカセなどに繋いで遊んでみて下さい。 #アーシオン #Earthion

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Adam
Adam@badcomputer0·
To celebrate the 40th Anniversary of the SEGA Mark III console in Japan, Astro Climber is now available for free on Itch ⬇️ #homebrew #mastersystem
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Yamafuda - 山札
Yamafuda - 山札@Yamafuda·
A Taiwanese retro-gaming fan spent 5 years building a setup of 4 real CRT TVs fused with classic consoles — so anyone can play for free at exhibitions. Everyone told him to use LCDs. He refused. It’s not for sale — it’s a love letter to retro gaming culture. 💾❤️ #Oldtendo
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