Scheme Eugene

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Scheme Eugene

Scheme Eugene

@nexus8retro

We are not figuratively, but literally stardust 💫

Leeds, England Katılım Ocak 2013
4.6K Takip Edilen126 Takipçiler
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Scheme Eugene retweetledi
SuperSisi
SuperSisi@SuperSisi·
Good luck finding a street art better than this
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Timeproof Games
Timeproof Games@timeproofgames·
This game is the spiritual successor to Zombies Ate My Neighbors Herc's Adventures (PlayStation, Big Ape Productions / LucasArts, 1997)
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old memory
old memory@old_memory·
Chrono Trigger | Frog - The Masamune cutscene
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FirebrandX 😈 ♈️
FirebrandX 😈 ♈️@FBXGargoyle·
Tim's NESRGB 5.0 has S-Video that keeps chroma separate from luma right from the start. This means no palette interpretation necessary for CRTs that support S-Video. That's actually awesome! It would be the very best way to play NES: retrorgb.com/nesrgb-v5-0-in…
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METAL SLUG
METAL SLUG@METALSLUG_EN·
🎬 METAL SLUG 30th Anniversary Video #MetalSlug30th
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The Wilds
The Wilds@JohnHen65953721·
People like to hate on the #C64 palette, but in the right hands, it's a thing of beauty. Steve Rowlands really knew how to use it well.
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James Fox
James Fox@jamescfox·
I wish this wasn’t true…😢
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Movie Updates
Movie Updates@movieupdates·
Terranigma (1995)
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ありがひとし🌇🦖
ありがひとし🌇🦖@ariga_megamix·
I worked on Illusion of Gaia in parallel with ActRaiser 2. By that time, I had become quite familiar with Quintet’s editor tools, and I felt I was in a good rhythm while working. After making a few simple sketches to get a sense of the design, I mostly went straight into pixel art. Details like clothing and flowing hair were created directly in pixels.
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Thrivinggames@Thrivinggames_

@ariga_megamix This looks amazing. Did you draw Illusion of Gaia by hand first, then use pixel software to make the graphics? Or did you create it directly in pixel art?

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William Shatner
William Shatner@WilliamShatner·
At 95, I'm still smokin'! 😝 I’ve learned two things: Never waste a good cigar. Never trust anyone who says you should ‘act your age.’ 😉👍🏻
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infidelity
infidelity@infidelity_nes·
Hello everyone! I'd like to announce that I'm revisiting Mega Man II from the NES, to the SNES. Only this time, I'm going to attempt to port this over as a 16-bit port. This will NOT be a copy/paste of Wily Wars from the Mega Drive. There will be 2 choices within the port, which is to play the game as either it's original 8-bit version, or the 16-bit version. The 16-bit version will include multi bg layers, parallax horizontal scrolling, my usual QOL features with the L/R/X/A buttons, and more. I'm hoping to have a true, SPC700 soundtrack to accompany the 16-bit version. That is something i'll figure out at the very end of production. As for the gfx, I may look for an artist, or I may pull gfx from Mega Man VII, or Mega Man X, to match the level themes as best as I can. I am not looking to redraw the sprites, but rather have them shaded more to utilize the extra colors that will be available. As of 3-22-26, I've spent the past week starting from scratch re-porting to the SNES, so that I can write down where every palette request, and vram request takes place. With the 16-bit version, it will be using dedicated CGRAM tables, so there won't be my usual CGRAM swap for the 16-bit version, cause that would be a nightmare. For rom hackers, I will be moving all of the Wily 1-6 level data, out of the first 6 bosses level data locations. This will give the hackers more freedom with level construction, with all 14 stages in Mega Man II. This is mostly geared towards more space for 16x16/32x32 blocks. I am also going to be redoing the OAM software sprite flicker. I've had huge success in Super C with literally eliminating software sprite flicker, and I hope to do the same for Mega Man II (just think of the first scroll in Metal Man's stage with the multiple spiked chains that fall from the ceiling) I feel all of this work, will lead me to finally developing my own custom SNES game, something I've had planned ever since December 2022. I will also have MSU1 available for this port, no longer just limited to the "Random" OST as the only MSU1 option, there will be my traditional multiple OST choices with cover art. I want to thank all of you, for taking such an interest in my work! I am very excited with this project, as of this post, I've got the game running all the way to when you select any of the 8 bosses, and their introductions play. I'm literally going through the porting process with one operation at a time, so that along my journey I can prepare when to load either 8-bit data, or 16-bit data. The rom size will still be 4MB, with Hi-ROM/FastROM. That's all the news for now. Thanks for reading, and let's see how this goes for 2026! 🙂
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Virtual Mage
Virtual Mage@virtualmage17·
Pilotwings (SNES) ✈️ One of the most unique games on the system Did you ever play it? 👀
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Obsolete Sony
Obsolete Sony@ObsoleteSony·
Nothing ever topped the PS1 startup.
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Chris Ramsay
Chris Ramsay@chrisramsay52·
Chuck Norris didn’t die. Everyone else did. This is the afterlife. RIP Chuck.
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Don Keith
Don Keith@RealDonKeith·
Chuck Norris could stop a chainsaw with his bare hands. May his memes live forever!
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Movie Updates
Movie Updates@movieupdates·
Super Castlevania IV (1991)
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