Baj083197

260 posts

Baj083197

Baj083197

@bsj083197

Living day by day

Katılım Eylül 2024
46 Takip Edilen9 Takipçiler
Baj083197
Baj083197@bsj083197·
@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?
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Mauro Xavier
Mauro Xavier@MXRetroDev·
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.
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Baj083197
Baj083197@bsj083197·
@Mishi_2210 Your all retarded, its 300 2/500 =250 250 + 50 = 300 Your overthinking
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Baj083197
Baj083197@bsj083197·
@MXRetroDev @DintheAbary The press start for player 2 works up until you die, then it will disappear, also i think the save i loaded may have caused it to stay that way, other suggestions i can make are, the map at the end of each level should be changed back to green, and blue in mega mode
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Baj083197
Baj083197@bsj083197·
@MXRetroDev @DintheAbary This version is great, i had some bugs also, nothing game breaking, the game over screen is still missing, the screen scroll on the first boss is off, the screen scroll also is off during the 2nd boss fight, the go go go hand seems to only work when you wait
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Baj083197
Baj083197@bsj083197·
@masterlinkueibr Do you have new hacks in the works? Curious to see whats new, really like the idea of improving arcade ports
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Master Linkuei (P.H.G.F.)
Master Linkuei (P.H.G.F.)@masterlinkueibr·
Since retro MK hype is back again with the Mortal Kombat Legacy Kollection release, don't forget to play my improved ROM hack of Mortal Kombat II for the SEGA Genesis 32X!!! master-linkuei.itch.io/mortal-kombat-…
Master Linkuei (P.H.G.F.)@masterlinkueibr

Now you can easily download Mortal Kombat II 32X Arcade Edition on my @itchio page!!! NEW v1.5c Changes: -Improved Living Forest Color Palette. -Disabled the Shadow Mode on Deadpool Arena, now it will look brighter! (FINALLY LOL) DOWNLOAD: master-linkuei.itch.io/mortal-kombat-…

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RheoGamer
RheoGamer@RheoGamer·
@Dash27313260 sim, a parte de som principalmente é bem proxima das capacidades do mega, você tem razão.
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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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Ray
Ray@ray_castello·
The Super Shinobi II - BETA
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Baj083197
Baj083197@bsj083197·
@BillytimeG This should be interesting, as this was inspired by the arcade port but not a direct port
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BillyTime!Games
BillyTime!Games@BillytimeG·
I may have bitten off way more than I can chew but here is where I have been the past few days. Aggressively documenting everything about Ninja Gaiden on Sega Genesis. In this video, it is possible to win boss fights by despawning them. Hit them as far left as possible.
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Baj083197
Baj083197@bsj083197·
@birt_shannon Are the assets based off the arcade version or the snes version?
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Shannon Birt
Shannon Birt@birt_shannon·
*** Parodius Update *** What does one week get you on a new project .. a lot of headaches haha !! After making a template and pulling over neccessary bits from other projects I have a good foundation now. In the video is some early Option power up testing with the standard shot , I've enabled 3 shots per ship / option here which is probalbly not accurate but its fun for testing !! Also the full compliment of options. The option movement is nearly there , I over complicated it originally before realising its just a follow the player exactly but with delay for each option. No background collision checks yet . I've got the 5 levels of speedup going but need to measure that against the other versions also . Using the DMA routines (data transfer) and object movement handling from Lufthoheit (in assembly) , SOTAs modified SGDK framework for C code. No sprite multiplexor needed (for now). I examined the SNES and PCE versions of the game and in some scenarios the MD uses 2 sprites where the SNES uses 5 etc . Konami were smart and conserved vram with the less flexible sprite sizing available - at the cost of using a lot of sprites its seems. Movement and Add routines in Assembly other parts can be in C , this should avoid slowdown ( 80/20 rule here ). I'll use the spatial grid collision system from Lufthoheit also so which is very efficient for a lot of collision checks per frame. It might be overkill actually but its fast so that doesn't matter. The lazer for the Vic Viper in particular will be a bit of a challenge particularly once fully optioned up - we have some ideas for how to handle it . Then SNES possibly used window for this, on MD we will have to use sprites - but there are some tricks we can do . @GabrielPyron has given me a lot more GFX to get into the game thankfully and @VTRCHIPMUSIC has done the first cut of the Stage 1 track which sounds amazing. #SGDK #Parodius #Sega #Genesis #MegaDrive
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Shannon Birt
Shannon Birt@birt_shannon·
*** Parodius Demo Update *** After seeing my good friend @GabrielPyron amazing Parodius artwork , I could not let that go to waste. Its a crying shame Konami's shooters did not make it to MD at the time , time to rectify that (in time). The video shows some of the progress so far. Stage 1 scrolling using the streaming scroller from lufthoheit to automatically manage the tile management for the scrolling rather than using different sets etc. Its great when I can grab bits of code and apply them to new projects, it speeds things up !! Lufthoheits new stage is coming along well also and has its first enemies in , hopefully show something of that soon. The VRAM view is to the right , we will have plenty of vram left for objects without resorting to much manual management it seems. ~ 1/2 vram left. It looks like the biggest challenge for this level is the Cat Ship mid boss - the end boss seems easier in comparison for a few reasons. I've analysed the way it was done on PCE and SNES and will come up with the best option for MD. More to come on that soon. At present we will target mainly assembly , so performance won't be an issue . I'm not sure we need a sprite multiplexor for > 80 sprites , but we will use one anyway just to not have regrets/changes later on and for the Hint color effects the multiplexor can do also. We have an A level musician volunteering also for those concerned about the audio side of things - it wont dissapoint I'm sure. As this is now my 3rd / 4th project it will be done as time permits so no gaurantees on timelines sorry - we are all hoping to do well by the community however. #SGDK #Konami #Parodius #MegaDrive #SegaGenesis
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Baj083197
Baj083197@bsj083197·
@RetroEncoder Its hard to tell on the side of bugs because its so short, the sprites look great, just a bit more color in certain areas like the pizza sign, still looks close to arcade perfect
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Retro Encoder
Retro Encoder@RetroEncoder·
@bsj083197 Thank you very much! Did you like the sprites? Did you encounter any bugs during testing?
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Retro Encoder
Retro Encoder@RetroEncoder·
I'm making the bin file for the first stage of the Robocop arcade game port for Sega Mega Drive/Genesis available for download. You can walk around the stage, but you can't attack enemies or be attacked by them. Please leave your feedback in the comments. drive.google.com/file/d/1V4_FLo…
Retro Encoder tweet media
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Baj083197
Baj083197@bsj083197·
@GabrielPyron @GabrielPyron Would you consider working on another level for batman returns? Not only did a lot of people enjoy that demo but you have a very good foundation already set up
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Pyron
Pyron@GabrielPyron·
One of the biggest sins is never having released #Konami #Parodius for the #MegaDrive #SegaGenesis Many claimed it would be impossible due to the console's limitations, so I put myself to the test and here is the result: almost all the arcade art is intact #pixelart #shmup
Pyron tweet media
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Shannon Birt
Shannon Birt@birt_shannon·
@masterlinkueibr I wonder how many MD could clock to 12 mhz ? That would be nice to play with haha. Oc mode in game settings 👌
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Master Linkuei (P.H.G.F.)
Master Linkuei (P.H.G.F.)@masterlinkueibr·
Today i made a 10mhz overclock mod for my Japanese SEGA Mega Drive VA6 just for fun. Check it out the result:
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Baj083197
Baj083197@bsj083197·
@EGVroom Port dead connection to sega genesis using SGDK
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Shane MᶜCafferty
Shane MᶜCafferty@EGVroom·
This OutRun thing is almost done you guys. What's next?
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Baj083197
Baj083197@bsj083197·
@RCampeador Had the chance to play this today and liked it a lot, how many levels are there on the tour mode on the arcade version
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Ricardo
Ricardo@RCampeador·
Hey people, sorry for the delay but... 🚨 MegaPang v0.1 alpha is out! 🚨 Super Pang now on the SEGA Mega Drive / Genesis! 🕹️ 2-player mode 🎮 Runs on real hardware ❤️ Made with love for the 16-bit Play it now: [🔗 rcampeador.itch.io/megapang] #MegaDrive #Genesis #Homebrew
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Martin Whitehouse
Martin Whitehouse@TheRetroMartin·
@falco_girgis Let's just do the entire N64 library so we never need to play that console and it's awful controller ever again 😂 This is fantastic work from jnmartin!
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Falco Girgis
Falco Girgis@falco_girgis·
UN-FREAKING-BELIEVABLE!!!! While I've been working on fixing the last couple of bugs in the Mario Kart 64 DC port, getting us ready for the alpha release, jnmartin has gotten STAR FOX 64 up and running on the Sega Dreamcast in just two freaking days!?!? Sure, there are plenty of graphical glitches, and there's no audio yet... but W T F, it even runs well already!?! Freaking INSANE!! Anyway, surprise! The next N64-to-DC port has been chosen! Practice your barrel rolling, Dreamcast fans!
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