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emmanuel
emmanuel
@modernbison.bsky.social
Follow my retro game development. I'm an 🇨🇦 embedded programmer. Love to code and play retro console games and make images out of a 8x8 pixel grid.
48 followers49 following140 posts
www.youtube.com/watch?v=V2ka... whoa, I didn't know the NES PPU did source it's background data from exposed pins. #NES #PPU #ANES #nesdev
Le discours de démission du ministre @stevenguilbeault.bsky.social m'a atteint droit au coeur. Quel courage! Merci beaucoup pour ce, malheureusement trop court, moment de lucidité en politique environnementale Canadienne. Quel gâchis.
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My first retro project for 8/16 bit consoles 😄 #indiegame #homebrew www.youtube.com/watch?v=S5Qh...
emmanuel reposted
emmanuel reposted
New game #megadrive game at the horizon. An interresting looking beat em up. Here's his Kickstarter page openning in december 2024! Good job man! www.kickstarter.com/projects/kir... #retrodev #indiegames #sgdk #beatemup #retro
The complete audio track from #planet-b trailer (which was shorter). It is captured from Blastem #megadrive emulator and I mastered it a bit in Reaper to make it more pleasing to the ear. Enjoy if you like FM dark ambiant music. #gamedev #retrodev soundcloud.com/nekkz-233292...
On resource limited hardware, this approach is much more preferable than having a collision/property layer. It is accidental to have two different behaviors for the same tile GFX in a tile-based game. Why wasting ROM and level design time when you can just create a new definition for the same GFX?
The tiles in my game all have properties associated with them. Doors are for exiting to a new level, drink is for restoring health, and front moves the player behind the tile layer (priority bit). There is also a liquid type not shown here. #nes #gamedev #tileset
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TWiR Time! youtu.be/BDAQd0uBHHk Special guest Happy Coding ZX! New Megadrive games watch! Chris Huelsbeck story! Irish retro scene! All this and more on this week's show! @rmcretro.bsky.social @davevelociraptor.bsky.social
emmanuel reposted
Working with colors on the #megadrive isn't easy. The color progression isn't linear and when working with darker themes... it sucks. Few years ago, Pixeltao made an accurate palette and he took the time to order the colors logicaly by hue pixeltao.itch.io/genesis-512-... Thanks! #retrodev #gamedev
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When I wanted to learn #asm6502 40 years after it was a thing, I couldn't find good literature about it. Learning the instructions is not enough here since there are common patterns that diverges a lot from the #asm designed to please the C ABI. Here's a small treasure. #nes #nesdev #retrodev #c64
My book "EOR #$FF: 6502 Ponderables and Befuddlements" contains 6502 assembly-language code snippets to puzzle over, along with explanations in the back. Ebook is free: archive.org/details/eor6... Amazon paperback: www.amazon.com/Eor-Ff-6502-...
Hey! There are homebrewers developping original content for consoles that are no longer supported! That exists! It makes sense to develop games for them. There are still millions of old consoles in the wild, its not *only* landfill material. #homebrew #etsy #indiegames #gamedev #general
Etsy Accuses Game Boy Publisher Of Piracy For Selling Its Own Games.
Rahzelk shared on discord a general #c implementation of pruning for collision detection which is an O(n^n) problem. It keeps the object sorted in a given axis. 5% in flat cost, compares to brute force at 10 objects+. Can be adapted for SHMUPS. github.com/Rahzelk/sap-... #retrodev #sgdk #megadrive
A #homebrew #retrodev game for the #megadrive I'm working on. The game happens in a post-apocalyptic world where all is left to do is to play a weird roguelike game. I wanted to improve on Fatal Labyrinth but it went somewhere else. 😅 www.youtube.com/watch?v=3MLl...
emmanuel reposted
It’s Friday! Don’t forget to check out Chronicles of Astraea: Former Dawn by Something Nerdy Studios, an authentic 8-bit Action RPG with a 16-bit soul for the NES! ➡️ Support their Kickstarter: www.kickstarter.com/projects/som... #NES #homebrew #nesdev #indiegames #gamedev #ファミコン #同人ゲーム #自作ゲーム
Very interesting sprite management on this upcoming #homebrew game. He's using copper programming to multiplex sprite of rain. The #megadrive isn't able to display more than 80, given every enemies are made a several sprites. Few games did that. youtu.be/yhsC-m0krp4 #retrodev #sgdk
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