Mauro Xavier
2.1K posts

Mauro Xavier
@MXRetroDev
Retro developer and old game enthusiast.
Brazil Katılım Şubat 2022
165 Takip Edilen5.6K Takipçiler

@MXRetroDev me desculpe a curiosidade o que seria FFMD ? Final Fight ?
Español

For now, I'm asking out of curiosity... Would anyone be willing to help me create a completely free and open-source version of FFMD? I would need pixel artists and musicians to compose for YM2612 to take on this challenge, but all without AI, only human effort. It's not paid at all. The goal would be to create a completely open-source engine, including free assets, but maintaining the gameplay of FFMD. I don't even know if this would be a good idea, but this possibility has crossed my mind.
English

That's precisely why I'll only do other ports if they're properly licensed and paid for. It wasn't a matter of wasting time making FFMD, as that game helped me understand the Mega Drive and gave my work recognition; however, it was painful to endure other toxic details that went on behind the scenes.
English

@MXRetroDev Man.
I spent years on meddling with proprietary assets.
I regret those wasted years so much.
So, only original work. Only original assets. always!
It was a pain to see how you create port instead of your 100% game🥲
Glad you have some other nice game projects.
English

@kayoubi750715 I've never worked with OpenBOR, but I believe the goal is similar, with the difference that the engine would be portable to consoles with more hardware limitations.
English

@bsj083197 I believe any beat 'em up is acceptable, as long as it adheres to the hardware limitations.
English

@MXRetroDev Well the question i have would be is the engine designed for beat em ups, could some one port another beat em up using the same engine?
English

@0x44_ I would create a complete documentation about it, including the sprite templates.
English

You basically just want people to translate the assets to MD format, right?
The art will require some coordination because of the way the MD uses palettes, but if you can set something up that's easy for people to submit a single sprite, I'd be happy to do some here and there.
And I wouldn't mind trying to recreate the songs , as I specifically love working with the YM2612.
I'm also stretched thin, so don't expect too much, but I would love to help out a little.
English

@MXRetroDev If you get some artists to create new pixel art, it would be cool if you had them create 16-bit RGB art which could be downgraded to MD art. That way, if others want to port the game to NeoGeo, Jaguar, Saturn, etc. there would be hi-color assets available.
English

@RheoGamer O adequado seria um trabalho em grupo, já que seriam sibstituidos TODOS os sprites do jogo. Os cenários eu poderia dar conta.
Português

@MXRetroDev O que você precisa de pixel arte é muita coisa Mauro?
Português

@D0NM I considered that, or perhaps "shadow" versions of the sprites. But even then, it would be frustrating.
English

@MXRetroDev Heh! Sounds impossible,
but.... u might put temp assets like
BLUE RECTANGLE 1 2 3 4 5 for character 1
GREEN rect for another etc
English

@Vezukiz I know I'm asking too much because creating pixel art from scratch for beat 'em ups is quite exhausting, even for experienced people.
English

@MXRetroDev I would be happy to see you try and go this route and getting talents!
If you can make everything by human effort, that would make this a great project, and I do hope you get people together!✌️
English

@kayoubi750715 @FanEditCentral Pas encore. Bientôt, lors de la sortie de la nouvelle ROM, les fichiers audio seront également disponibles.
Français

@MXRetroDev @FanEditCentral On peut déjà les écouter quelque part ?
Français

Final Fight MD - First digital audio test
This video summarizes some testing of the SEGA CD's CDDA format (also called MSU) on FFMD, but later I will also make it compatible with the MD+ standard.
youtu.be/wuQzDNPqNBg?si…

YouTube
English

@leosmendes @ray_castello É muito provável que eu faça uma outra ROM sem as músicas em YM2612 (para liberar espaço) com os efeitos sonoros aprimorados, que seriam reproduzidos pelo próprio YM2612 ou pelo Ricoh RF5C164 do SEGA CD.
Português

@MXRetroDev @ray_castello O Mauro, esta é apenas uma versão msu certo? O ffmd poderia obter algo amais no projeto se rodasse no hw de sega cd? Quem fez o áudio da abterura poderia obter um som de telefone tocando da época melhor....
Português

First of all, thank you for your suggestion, which I find very valid. I will try to implement the MD+ standard directly in the SGDK to learn how it's done; if I can't, I'll leave it to others. I preferred to start with the "MSU" (which is actually just the CDDA for the SEGA CD) due to its compatibility with the real hardware and because it already has a ready-made library for it. I understand the immense advantages of MD+, so much so that I would even alter some details of the songs to have perfect loops, since that's impossible with CD audio. Note: I don't follow the MSU/MD+ scene, so I really don't know what's happening behind the scenes.
English

@MXRetroDev I'd say let the Zeldix guys handle the MD+ stuff. Especially the music, because there are too many people into this kind of thing that don't know what they're doing when it comes to audio editing, and no offence towards you, but they're mostly your compatriots I'm talking about.
English

@FanEditCentral Yes, the song titles will be clearly displayed, and anyone can change the audio. Most of them are already in the order of the SEGA CD, except for the bonus tracks.
English

@MXRetroDev Great! So does that mean we will get the superior Sega CD FF music if we want that as an option?
English

You apologizing for using a Pico as a coprocessor, whether for testing or for a future game, would be the same as SEGA apologizing for Virtua Racing, Nintendo for Star Fox, and recently, Limited Run for the re-release of Doom for SNES (which also uses a Pico).
From my own experience, my advice is, do what you want, how you want, without worrying about what others say. Do everything with joy and have fun above all else; you will realize that in this way everything will be worthwhile.
English

#SGDK #megadrive community i dont know if i may ofended other devs with my coprocesor poc on bizhawk as there are so many state of the art coders making amazing things on the naked system. I enjoy following they works and sometimes i try to do also. I do apologize ->
English

I currently use Visual Studio to make Mega Drive games; the only difference is that when compiling, I have to redirect to C to compile for x86 and change all the SGDK commands to Raylib. It's not an easy task, but it's not as difficult as I imagined either. The result is well worth it, as it allows for more colors and visual effects in the PC version, instead of just using an embedded emulator to make the game available via Steam.
English

@MXRetroDev Does this mean that you are debugging you code on anative PC version? With an IDE like Visual Studio?
English

Native PC games via Steam
This past weekend, I ran several tests and managed to port Bullet Rhythm to native PC using Raylib with relative ease. Therefore, for all my original Mega Drive projects, I can now guarantee distinct versions with more features for PC via Steam, without any emulation.
Note: I will soon publish a video showing the difference between the versions.
English

Concordo muito que a SEGA está perdendo boas oportunidades... Lançar uma versão do Afterburner como essa seria algo maravilhoso para os fãs (e me incluo nisso).
Gyusyabu@Gyusyabu2001
3年前の動画アフターバーナーデルダイン(ティンカーさん作)にいいねとかがつきはじめて何事かと思ったら“SEGA UNIVERSE”の求められているというベクトルが違うということかな。 セガはティンカーさんに頼みこんで製品化すればいいと思うの。(正論パンチはNo Thank Youです。ただの夢、妄想です)
Português

@MXRetroDev pretende lançar em outras plataformas também? Xbox, psx, switch?
Português
