Plutiedev

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~♪

248 followers22 following209 posts

Plutiedev reposted

EBH - Sega MD update This week : Blitted Starfield New Enemies - including battleships with 128 bullet volleys. New firepower type. Stellar Music - thanks to Luke Mqueen ! Explosions Still very early - 1 week in . Uses code from my other projects to get up to speed very quickly.

Plutiedev reposted

It's totally safe to switch the Megadrive's background plane address mid-frame, testing that out with some hastily scribbled cloud graphics. Combining that with a raster palette swap and some sprite duplication to make a nice water effect. This console is fun to tinker with.

Plutiedev reposted

Something tells me that the extended resolution for PAL in Streets of Rage was tacked on at last minute (look at the bottom side of each screenshot).

Plutiedev reposted

ANYWAY i was idly wondering if Travellers' Tales did some stupid nonsense in Toy Story to get more colors out of the system and of course they did. three 16-color layers and shadow/highlight are all combined to form the final image (left side is the raw colors without shadow/highlight)

Plutiedev reposted

* 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 reposted

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.

Plutiedev reposted

* 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 :-)

Plutiedev reposted

仕事の締め切りを今週は複数抱え込んでいるので今年はラフしか描けなかったです😅 時間が出来たらそのうち仕上げます。 #ソニック35周年

Plutiedev reposted

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.

Plutiedev reposted

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

Plutiedev reposted

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

Plutiedev reposted

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)

OK I don't know what I'm doing lol What I know is that DATA0 → serial in DATA1 → serial clk DATA2 → LPT /strobe DATA3 ← LPT /busy ? and peripheral ID should read as 1010 (so DATA3/2 pulled up and DATA1/0 pulled down when they aren't explicitly driven)

Plutiedev reposted

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

MatteusBeus Retro Developer@matteusbeus.bsky.social

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

Plutiedev reposted

Replying to @spacebruce.bsky.social

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.

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)

Plutiedev reposted

* 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 !

Plutiedev reposted

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

Plutiedev reposted

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)

Plutiedev reposted

** 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.