Plutiedev
plutiedev.com
Plutiedev
@plutiedev.com
210 followers 19 following 120 posts
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~♪
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Reposted by Plutiedev
Jumping! I want the driving to feel smooth and arcadey like a Sega Rally. I was never a big fan of Wipeout's physics, but I love the graphics obviously :)
Note to self: fix up the site's home page because seriously there's a bunch of stuff that's up on the site but not linked from the home page for whatever reason.

Anyway the S&K lock-on hijack works like this:
plutiedev.com/custom-lockon
Custom S&K lock-on minigame
Learn how to make your own minigame when locked onto Sonic & Knuckles!
plutiedev.com
Reposted by Plutiedev
Crunch!
'Streets Of Rage'
SEGA Mega Drive
Reposted by Plutiedev
This comes at a performance cost, since writing to the RAM buffer is done byte-per-byte on the 68k CPU. But it saves *tremendously* on ROM space, since you can read Knuckles' sprites from the S&K ROM and the level sprites from the S2 ROM, without having to ship pre-converted versions of either. 5/12
Reposted by Plutiedev
They solved this by altering the routine that queues a DMA transfer of Sonic's sprites from ROM to VRAM. It now "pre-scrambles" the pixels of Knuckles' sprites into a RAM buffer, then queues a DMA transfer from RAM to VRAM. If you apply the Sonic 2 palette, the colors are suddenly unscrambled. 4/12
Reposted by Plutiedev
"The colors are not a problem. In fact, Knuckles in Sonic 2 takes the original Sonic & Knuckles sprites and passes them through a table to rearrange the colors to the ones Sonic 2 uses, so they could have easily used the same approach for Sonic 1!"

Let's examine that claim, shall we? 1/12
Before I keep forgetting www.plutiedev.com/blog/20251028

Turns out there's a very good reason why Sonic & Knuckles doesn't attempt to put Knuckles in Sonic 1 (and all things considered they lucked out with Sonic 2).
Why there's no Knuckles in Sonic 1
www.plutiedev.com
The other concern is the patch ROM. Sonic 2 already didn't fit and needed its own separate 256KB ROM (which increased the cartridge's cost). Throwing in Sonic 1 into the mix would require an even larger (and more expensive) ROM.
And yeah Aquatic Ruin's water is an oversight, but ironically could have been fixed easily by just switching to another palette row (because there are shades ready to use at the right indices already)

Doing it would also affect Chemical Plant but it still looks just fine with the palettes there too
I recall reading an analysis somewhere that the reason why they put the green in the middle of the red shades is *because* of the flickies (it causes the least "glitching" in that position), so yes that one was definitely intentional.
Tying VA22 to /CART has to be one of the most disproportionate ratios between effort and result (all you have to do is tie together two lines and your cartridge now can address 8MB without any mappers)

You lose Mega CD access but if you didn't need that it doesn't really harm? (and works with TMSS)
Before I keep forgetting www.plutiedev.com/blog/20251028

Turns out there's a very good reason why Sonic & Knuckles doesn't attempt to put Knuckles in Sonic 1 (and all things considered they lucked out with Sonic 2).
Why there's no Knuckles in Sonic 1
www.plutiedev.com
Reposted by Plutiedev
Blast through 16-bit battlefields in Arkagis Revolution, a gravity-defying top-down shooter inspired by Mode 7 classics. Pilot your ship, master rotation mechanics, and fight through a revolution written in pixels.

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System overload in 3... 2... 1...
Reposted by Plutiedev
10月29日は、メガドライブの誕生日!
1988年10月29日に「メガドライブ」は発売されました。

#メガドライブ #MEGADRIVE
Reposted by Plutiedev
It's the same idea as my 1bpp demo github.com/anael-seghez.... For 2bpp you only need 2 palette entries. It's then possible to fill twice the pixels in one write but bit-masking hell to handle the tips of the scanline
Reposted by Plutiedev
* Mega Parodius Update *

New WIP:
Blue Bell Explosion
White Bell Explosion
Catboss + Animating Trees
Music updated (mark 4 - orchestral hits in)

Due to 30 FPS video here on BS, please refer to YT link below ( otherwise the bomb effect is affected ) .

youtu.be/ID2WfqSnyk0
Sega Megadrive - Mega Parodius update
YouTube video by Shannon Birt
youtu.be
Reposted by Plutiedev
Speed ran Chords this evening! We're up to half an hour of gameplay if you know all the puzzle answers! #SegaMegaDrive #SegaGenesis #indiegame #ScreenshotSaturday
Reposted by Plutiedev
Side quest in texture land... DMA is on it's knee and interrupts are eating a good chunk of CPU on #SegaMegadrive #SGDK #BlastEm
@anaelseghezzi.bsky.social What kind of trick do you have going in that renderer, anyway? IIRC it renders at 2bpp but what's the underlying approach? (since the VDP clearly can't output 2bpp as-is)
Now it's looking more like an actual game.
Reposted by Plutiedev
I reworked the camera, improved clipping and rewrote the physics with acceleration and drift, the feel is better now
I really should finish Dragon's Castle some day but reality is that no matter what I add to it that game is gonna end up short as heck (and yes I do have a longer build than the one that's on GitHub, and it's still like 15 minutes from start to finish).

Also the path turned into quite a maze lol
I'm going to be blunt but honestly he makes it sound like he'd be better off abandoning it altogether.
Reposted by Plutiedev
Rewrote my #SGDK / #segagenesis raycaster again. This time to get rid of the Toy Story mirroring. The FPS dropped of course. But I think I'd rather run 10 to 13 FPS without mirroring the screen than run 15 to 20 with mirroring.

There's still some optimizing I can do, so maybe 15~ish is possible.