* MD 3D engine v8.5 * Added X scrolling of the sprite based background. Added X camera movement of the 3D plane ( broke stuff for a while due to wrapping and limited coordinate resolution ) . Video from Exodus with sprite boxing enabled to show how the sprite based BG is made up - Neo Geo style !!
Plutiedev
@plutiedev.com
Plutiedev's official account! Tweets by iwis occasionally edited by Sik. 日本語がいい。 #MegaDrive #homebrew #メガドライブ puru puru pururun~♪
Small update on the Megadrive *rally game* ? I added sprites and did some optimization so CPU is still at 70% usage with a stable 60 fps. I'm a bit disappointed by the sprite width limit per-line. I wanted a lot more dense vegetation but it's not possible with sprites. I'll try other methods.
* Sega Megadrive 3D V8 * Toni Galvez joined the project for GFX / models & level design 25% Larger Buffer 256x160. Music added - XGM1 works, XGM2 doesn't :-( Faster buffer swap, rewrote Quad Renderer. Added a 114 sprite multiplexor ( the background is all sprites ) Added Tilt effects :-)
Help, my Sega Megadrive is out of control ! It must think it's a Playstation or something. Yes, it's fully synced 60 fps :)
It's all fun and games until Vectorman starts double jumping on his enemies.
Improved 32X timing accuracy in BlastEm a bit and that fixed NBA Jam Tournament Edition. I think at this point the only 32X games that aren't playable are CD-based ones that need disc swapping (e.g. Fahrenheit). There are a few more with some minor graphical issues though.
Card 28 - Oil Ocean, from the set of 'Sonic The Hedgehog' Topps Cards released in 1993.
Chords extensively uses the Sega Mega Drive Shadow/Highlight feature for lighting effects. Support us: www.patreon.com/Retrosegadev #segagenesis #segamegadrive #indiedev #gamedev #sgdk #screenshotsaturday
Fixed what is hopefully the last SH2 core bug (at least until I write a dynarec and make a bunch of new ones) last night and now Shadow Squadron works in BlastEm
Been a little bit since I posted some BlastEm 32X progress. As of tonight, it successfully plays everyone's favorite not quite a Sonic game
Still a lot of work to make it fun, but the physics works for at least one rival, possibly more ! The behaviour is a bit harder to code than I thought 😱 (especially with fixed point)
Progress is slow but steady and we‘re getting somewhere. I hope many will support and enjoy this. It’s truly a passion project for Matt and he is determined to get all the pieces together the way he envisions without compromise. #Sega #retrogames #retrovideogames #homebrewgames #pixelart
Chords: - SEGA CD Snatcher-inspired adventure - Energy-filled OST by Super jet spade - Gorgeous pixel art by 108 stars - A Hideo Kojima indie love letter Support: www.patreon.com/c/Retrosegadev #SegaGenesis #MegaDrive #IndieDev #ScreenshotSaturday
improved it! this was kinda what I was going for first time around but the way I was pushing frames meant a lot got skipped over.
Note to self: design an adapter for the printer used by Mega Anser plutiedev.com/printer
Printer
Did you know the Mega Drive supported printers? Look here to learn how to work with one!
plutiedev.com
I've been working on Shadow/Highlight effects for Chords again. If you would like to see more exclusive updates like this one. Sign up to support me on Patreon ☺️ www.patreon.com/posts/158183... #segagenesis #megadrive #sgdk #indiedev #gamedev #screenshotsaturday
Dumb idea: port 32X Doom to the Picture Magic. The Picture Magic has a whole 32X in it, but the Mega Drive side has been replaced with something more minimal. Doom runs nearly entirely on the 32X side however, so… (the biggest problem would be procuring a Picture Magic in the first place)
BlastEm doesn't quite run 32X Doom yet, but it gets to the title screen/main menu now
Got a couple of small 32X demos running last night after some SH2 core fixes. There's this plasma demo
the latest level update for FATAL FACTORY on STINKHEAD AND THE SEVEN DEADLY SINS
* Sega MD 3D engine update * Added partial/offscreen quad rendering - was painfull coding. Massively unrolled the line filling code for quads/triangles , 15-20% speedup. Implemented an algorithm to account for fluctuating framerate for Z forward movement - it partially works. Getting there !
It's sort of cheating, but I have first light for Sega 32X support in BlastEm. I say sort of cheating, because this demo does not use the SH-2s at all and instead just writes to the 32X VDP from the 68K. But hey, it's still progress. Should see some SH-2 code running soon
if you missed you chance to try out STINKHEAD AND THE SEVEN DEADLY SINS at Fur the More 2026, you got another chance at Furry Weekend Atlanta coming up!
Stress test on real genesis 2 hardware + Amstrad CRT. The ship is not precomputed here (it will be but I wanted to test triangles). I optimised clipping a bit more and reduced the rom size. Synced at 30fps, fully stable (~160% cpu)
** Sega MD 3D engine update 5 ** Quads added , faster for 4 sided objects vs 2 triangles. Non-Linear Buffer + DMA reworked now faster than linear buffer + CPU blit . Its close still / interesting pros & cons. Assembly vertex calc + looping with qauds & triangle drawing in asm to save C calls.
Quick megadrive graphics test, drawing weird shapes using a distorted tilemap. (Yes, like Yoshi's island). details in followup post.