Slash Rose

24 posts

Slash Rose

Slash Rose

@SlashRoses92

Katılım Aralık 2021
8 Takip Edilen1 Takipçiler
Slash Rose
Slash Rose@SlashRoses92·
@TheRoboZ Great to see this fantastic project keep moving forward😀One important question: all the added animation frames for the main character are for the "Mega" mode and are/can be removed from the Arcade version, for fidelity sake?
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Slash Rose
Slash Rose@SlashRoses92·
@GabrielPyron @RheoGamer @ReySilveira28 The conversion itself atm is already incredible, MD is really THAT poweful in the right hands. I was thinking about the zooming feature, maybe in the same way PCE with the Arcade Game Card did? Afaik this card is "just" added ram, not custom CPU for the zooming...
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Slash Rose
Slash Rose@SlashRoses92·
@ShenmueVillage Actually we still don't know if this (famous from Xbox shen2 version) video was based on SS "alone" version or SS with "Black Belt" 64 bit add-on (even worst, if the japanese BB version or the US version, those crazy teams where working separately due to internal war at the time)
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Shenmue Village 🐉 #LetsGetShenmue4 #ShenmueAnime2
It's actually amazing how far down the development pipeline Shenmue was when this Sega Saturn footage was first shown... it showed just how far reaching and technologically innovative it was for the Sega Saturn, that development literally had to be moved to the Katana or Dreamcast. Shenmue was so ahead of its time back then and still is now. Video credit: original video belongs to @SuperSisi! #ShenmueSegaSaturn #Shenmue3Enhanced #LetsGetShenmue4
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Games That Weren't
Games That Weren't@fgasking·
We take a look at what may have been a SEGA Mega Drive conversion of Konami's Aliens, which was first flagged by Jaz Rignall to a reader in Mean Machines magazine. Sadly it was never to be - so was a conversion ever started, and if so - can it be saved? gamesthatwerent.com/2026/03/aliens/
Games That Weren't tweet mediaGames That Weren't tweet media
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Shannon Birt
Shannon Birt@birt_shannon·
** MEGA Parodius Scaling Effects Part 2 ** Well - this is the BIG one - literally !! Huge thanks to my team @GabrielPyron & @VTRCHIPMUSIC for their efforts. Pyron has provided all the source frames for Puyon and his spikes / explosion and a lot of analysis video on how the spikes behave / move which was really helpful. Pyron also used his CRT setup for this video as we felt an emulator video would not do it justice - running on 100% real MD hardware FTW. Vector has provided the catchy boss music and its sounding great - as always ! The coding on this has been a bit insane - things done since part 1 post previous: Implemented dual buffering - Last video was single buffered - so VRAM is very tight now , we only have about 40/2048 tiles free. For the longest time I didn't think it would fit - I found a vram jigsaw puzzle that made it work in the end. Double buffering has cleaned up the stability of the animation and matches the arcade scaling effect now albiet costing 2x more VRAM . Vertical Scaling Implemented - the vertical scaler was taken from Lufthoheit ( my other shooter ) and its heavily optimised to reduce cpu usage. During the scaling the vertical scaler partitions the 68k processor registers into 2 sets, 4 registers are allocated to feeding the fast horizontal interrupt (h-int) that drives the vertical scaling , remaining 12 registers are for the horizontal scaler running in the background. This setup is much faster than normal backup / restore register methods, as we do not need to backup / restore registers in the h-int which would double CPU costs. The catch is the momment any background routine tries to use the H-ints registers it would break things so it has to be carefully timed. Added the spike projectiles - this was very tricky to get close to the arcade, they are semi heat seeking missiles basically and hence needed code that worked out angle differences to player at speed theres no time for arc-tan or similar so it uses faster lookup tables to work out the angles . They speed up over time and get larger and whats more we can't keep all the scales in VRAM - we have room for 2 spike buffers only. Also what was a real pain was working out scaled coordinates for the circular launch of the spikes . Added Fish Damage - Shock frame and Explosion frames from Arcade . Very proud of the fact we have the full arcade quality explosion is which is fully scaled also. Added Temporal Masking - which is fancy wording for don't draw nothing to buffer if nothing is there already there for the scaling . So empty Corners and edges can be optimised out to lower cpu costs and rom costs. I had to make some scripting for this and work out what areas did not need drawing at all in the frame, which should be force cleared by cpu and which areas should just be copied from rom. This reduced rom size by 30 kb and with a bit more work we could extend that to 60 kb & get a bit more speedup even doing so. Added a frame limiter . In the last video update we let the 68k burn hot and just pump out frames as fast as it could - here we match the arcade animation rate which does leave the cpu idling at times , particularly in the smaller frames - even at large though we could be running the animation 25 % faster , issue is though that would speed up the game logic and make it less arcade accurate. We had some real bullet / Spike hell simulations going without the limiter but yeah we had to tone it down a bit. Maybe in a hardcore mode we could let it run wild though ! Code is 95% 68k assembly with about 5% C code (v-int as its cold path ) driving things . This sort of thing needs all the speed it can get !! Well now after all that I can return to finish off Level 1 haha - just a wee sidetrack there . No doubt we will polish stage 8 boss some more in time too !! #SegaMegadrive #SegaGenesis #Parodius #SGDK
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Falco Girgis
Falco Girgis@falco_girgis·
Soooooo... What is going to be the next Nintendo 64 classic jnmartin ports to the Sega Dreamcast? He's decided that before he starts something new, he would like to go revisit our Super Mario 64 port and apply all of the infrastructure, gainz, and wisdom from the other ports... Once again, I have joined the party, armed with my SH4ZAM accelerated vector math library for the Dreamcast's SH4 CPU. ...and once again, I'm over here totally screwing up all of the math on the hunt for gainz. Here's a direct hardware capture of my latest matrix math mistake for the scrapbook!
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Shannon Birt
Shannon Birt@birt_shannon·
Spec comparisons like this are really quite pointless. In any of the categories you list its a lot more complex than a couple of numbers. Some broad comments : MD has the superior sprite system, in nearly every facet. Theres mulitple reasons - a lot of the problems come from 4 bytes per sprite on the SNES (OAM table) vs 8 bytes per sprite on the MD sprite list - they had to cram a lot of properties into 4 bytes and that caused flexibilty issues. MD can actually have more sprites than 80 also (via multiplexing - which the SNES cannot do) , see my 1000+ sprites demo, my shooter Lufthoheit is using up to 240 sprites also, Crito the beatem up is using about 350 sprites in scenes. In general MD doesnt need to use MP though as it simply can use a lot less sprites for the same job due to the 2 sprite sizes limit on the SNES. This covers the point on sprite sizes too , MD has 16 sizes onscreen , SNES is limited to 2 sizes - this is far more important that the max size of sprites supported. This impacts many things negatively on the SNES including animation. Theres other issues too , but the above are the main ones. CPU , complex discussion , MHZ & MIPs dont tell the full story ( the SNES cpu is 16 bit , the MD cpu is effectively 32 bit cpu on a 16 bit bus + more registers ) . The specs would show a 100% advantage to MD , its realistically on average more like 30% but varies on what you would be doing. Colors - SNES has a clear lead here . MD can display more colors than 61 onscreen and also can access a larger palette with S&H mode however. The lead is really evident in digitised and rendered games. The SNES support for tranparencies is unequalled in the 16 bit space also. It sounds all negative here for MD but some people prefer higher contrast and thats often what you get with more limited color space . Modern artists are doing outstanding work on the MD still. A win for SNES for sure but not a deal breaker for a lot of game types. As a MD dev i know where MD is weak and the SNES is strong, I would love their HDMA system first and formost for raster effects , but im sure they would love the MD sprite system also ( and the 68k cpu ) . tl;dr paper specs = pointless, look to the games to assess ability in any field.
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Slash Rose
Slash Rose@SlashRoses92·
@Romy_Arths SVP chipset was/is way more powerful than SFX AND SFX2 Snes chipset, hence the hefty pricetag at the time....
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Romy 🪐
Romy 🪐@Romy_Arths·
I see a lot of people talking about the SNES' 3D capabilities with Star Fox, but we really need to talk how impressive Virtua Racing is. Absolutely mindblowing that this is running on a Sega Genesis.
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Slash Rose
Slash Rose@SlashRoses92·
@danielmoura79 @ReySilveira28 @GabrielPyron 3DO?! whoa, so from a 32-bit version,probably the same as the arcade SX: MD is really a capable console, a true full 16-bit console, actually the only 16-bit console (even with partial 32 bit internal registers), where Snes got a 8-bit CPU (compatible with 16-bit int. reg.) iirc.
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Slash Rose
Slash Rose@SlashRoses92·
@danielmoura79 @ReySilveira28 @GabrielPyron And yes, atm it's missing line scrolling 3d-ish floor, hope it'll be in the final version like the OG conversions (both Special &Super), toghether with "sky Moon scroling" in Ryu stage, something which was implemented in Snes Super conversion but not in MD Super conversion.
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Slash Rose
Slash Rose@SlashRoses92·
@MXRetroDev @Telespieleabend As requested before, is there a chance to add Vector Orbitex Final Fight (awesome, best ever done along with maro suzuki) covers on top of currently used ones? maybe a separate option?
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Mauro Xavier
Mauro Xavier@MXRetroDev·
@Telespieleabend I intend to provide support for CD music, I just don't know if I will do so before I finish version 1.0 of the project.
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Mauro Xavier
Mauro Xavier@MXRetroDev·
Final Fight MD - MEGA Mode: Look at the screens, you know what this means...
Mauro Xavier tweet mediaMauro Xavier tweet mediaMauro Xavier tweet mediaMauro Xavier tweet media
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Slash Rose
Slash Rose@SlashRoses92·
@MXRetroDev Hi Mauro, since you value Vector Orbitex work, why don't you add Final Fight Vector Orbitex covers (best ones ever produced) in the FFMD currently in development? I told him months ago to propose them to you, maybe a dual audio with the current used or external audio option?
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Slash Rose
Slash Rose@SlashRoses92·
@RetroRacing A TRUE super scaler dream game, incredible job! P.S. a Megadrive conversion once finished the St version?
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Jonathan Thomas @atariste.bsky.social
FASTER for #AtariSTE. A new generation of racing game for the plucky little Atari computer that never realised its full potential. To be shown at the Silly Venture 2024 WE party this weekend, and released as a FREE download next Monday - 9th December. Watch this space. 👍
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Slash Rose
Slash Rose@SlashRoses92·
@TheRoboZ DRAGONNINJA ????!!!! O-M-G......😍😍🥰🤑
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Slash Rose
Slash Rose@SlashRoses92·
@Fabio_16bits Hi Fabrice, once finished this (fantastic) work on Vigilante, are you reprise Wonder Boy III: Monster Lair MD conversion?😀 the first stage demo you did in 2022 was GREAT. (and I both love the arcade version and hate the cut down previous MD conversion made at the time..).
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Fabrice Fernandez 🇫🇷
Fabrice Fernandez 🇫🇷@Fabio_16bits·
Just implemented the "jump punch" mechanism. Added the weapon spawn system and moved the pause label to the hub.
Fabrice Fernandez 🇫🇷 tweet media
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Slash Rose
Slash Rose@SlashRoses92·
@yuzokoshiro @rgsummit Fantastic wok, BUT you have to clean voice weapon samples, they aren't clear at all...
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古代祐三 Yuzo Koshiro
古代祐三 Yuzo Koshiro@yuzokoshiro·
11月30日 (土)大田区産業プラザPiO大展示ホールで行われるRETRO GAME SUMMIT @rgsummit でメガドラ新作STG「アーシオン」の試遊ができます。年内最後のこの機会にぜひ体験しに来てください。新しいオリジナルグッズも販売します。下の動画はSTAGE 1を通しで収録。絵、音、全てMD実機の出力です。
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Mauro Xavier
Mauro Xavier@MXRetroDev·
What do you prefer about the gameplay and style of Driftin' Rage? - A never-before-seen 60 FPS racing game, but without hills and with fewer objects. - A 20/30 FPS racing game reminiscent of the 90s standard, with hills and more objects on the screen.
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Slash Rose
Slash Rose@SlashRoses92·
@greayson2532 @Teuthida256 Well, Panzer Dragoon Zwei OST was mainly done using SCSP instead of red book cd tracks, unlike the first one.
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Yael Trejo
Yael Trejo@greayson2532·
@Teuthida256 The Yamaha YMF292 sound chip was capable of rendering high-quality music, but until now no one has been able to take full advantage of its capabilities.
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21st century squidzoid man
21st century squidzoid man@Teuthida256·
If you've been wondering what the Sega Saturn's sound chip is capable of, be sure to check out Calypso, my new instrument designer that runs natively on the Saturn (or an emulator) Get it here: github.com/Teuthida255/Te…
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