#PCエンジン #pcengine #tg16 #RETROGAMING #turbografx
This is something that gets overlooked.. realtime pixel based effects. The 4th gen systems were powerful enough to do this sort of thing, but most devs skipped over it. Kinda weird when you think about it, because it gives you additional graphic effects that you normally can't do with the hardware.. and computers at the time had to do in software.
What am I talking about here, specifically? This kind of vertical smearing effect. I mean, if it was a BG layer.. then it wouldn't be that surprising to see this. But this is sprite. And most sprites on these systems are vanilla in the effects capability - it's the BG that gets all the attention and hardware support. So.. line scrolls, warping, etc.. that stuff doesn't have native hardware support for sprites.
So what did they do here? The old manual method.. just do it yourself with manual writes to the sprite cells as pixel-based effects. Maybe it's because most developers on these consoles didn't come from the home computer side of things, but it's typically rare to see and tends to get overlooked when it is implemented on the PCE/MD/SFC.
I always thought these types of effects were cool and not nearly used as much as they should have (Rondo does a good amount of them - though mostly for death animations). You can do some pretty neat things with software pixel-based effects. You had enough cpu grunt in that 4th gen era to pull it off at a reasonable rate.
#PCエンジン #pcengine #tg16 #RETROGAMING
Legend of Xanadu patch is released! This has been years in the making. So glad someone didn't come by and slop this up with AI hahah.
Anyway, I imported this game when it came out.. it was tough (I couldn't translate much at all).. but I loved it. And finished the game (that last tower is brutal).
I can't wait to play this again in English. Hopefully we get a French translation too.
PC Engine Legend of Xanadu translation patch is released !
(This has been in development for over a decade).
Go to "releases" from here:
gitlab.com/legend-of-xanadu-…
turboxray retweeted
Bonjour tout le monde, je viens de commencer les commandes de composants pour et les cartes le seront dans la foulée. La page du produit est prête!
polykubos.fr/en/video-games-…
#NEC #PCENGINE #SUPERGRAFX #FPGA #RETROGAMING #POLYKUBOS
#PCエンジン #pcengine #tg16 #retrogaming
I did some testing the other weekend on the Turbo Everdrive Pro. It supports 8megabyte rom images using the SF2 full mapper range. Pretty easy to use.
The Pro has 16megabytes of ram, so hopefully we can get a future update for SF2 implementation that supports that range for it. I have a personal build of Mesen that supports it.
And hopefully in Mister as well (need to have some working support for it first, before going around asking for updates). I need to unpack my Mister and see what it currently supports. I'm not sure if it supports any of the extended ranges of the SF2 mapper.
It needs a better name than "SF2 extended mapper". Turbo Mapper? HuMem mapper? HuGe mapper hahah.
turboxray retweeted
Est ce qu'il existe un jeu d'arcade 2D avec un framerate plus mauvais que Metal Slug 2?
La série Metal Slug à déjà un handicape rare pour du jeu d'arcade 2D. C'est une série qui est capé en 2 VBL soit 30 fps. Je connais seulement OutRun comme jeu d'arcade 2D capé en 2 VBL et...
#PCエンジン #pcengine #tg16 #retrogaming #rondo #draculax #castlevania #retrodev
Time to show some progress on this PC-Engine Dracula-X demo that has been over a year now in coding development. The fire effect and most of the foreground sprites were done a while ago. All these little things to make it feel like a game now, and not just a graphics demo.. way too much time. It's the little things that are time sinks. This still isn't the final version - need some more polishing.
I ended up doing more than I had originally planned.. and having more detail and things that were originally not calculated for. Yes, this is a PC-Engine.. no graphic chips or SuperGrafx here. But I did end up using more LUTs for the added detail, and expanded beyond my memory budget (512k CD RAM). I'm converting it over to Arcade Card for the required memory budget and to just make things a lot easier on me hahah.
Some interesting things here; the translucent fire layer and house layer take up the LEAST amount of CPU resource here. To the point where I would have so much cpu resource left, that I wouldn't know what else to do with it. But see that large wall section with the stairs? THAT part eats up soo much CPU resource. Part of that is my own fault because I wanted more detail than I had planned for that part (and I made the sin-wave effect more aggressive than it was supposed to be). You see how the background has all that sin-wave effects? The foreground in that large wall section.. is dynamically counter acting every single offset! I'm not gonna lie.. the idea is a little crazy. I'll post a video showing the tilemap section in a reply. On average, the cpu cost is like 55%.. but heavy areas like this average 70%.. and heavy spikes as much as 90% cpu usage! But it's still a rock solid 60fps.
Anyway.. this has been what.. 16 years in the making? I designed and spec'd everything you pretty much see here back in 2010. All the number crunching, total costs, design, effects.. everything you basically see here, I had already figured out back then. That's how I work.. without writing a single line of code.. I design the graphic effects and cpu costs all upfront. From there, it was just a matter of coding it up (the boring part haha).
Feels good to have it in a playable state. A proof-of-concept on paper.. to a proof-of-concept in action. 3 layers of parallax, translucency, and 60fps on a 1987 "8bit" console. Not bad.
FYI: If this was on the SuperGrafx.. this would be a cake-walk. By far. Maybe I'll do an upgraded SGX version too.
Here's a look at the large wall part I was talking about. Left side is the game screen, right side if just the tilemap view (there are no sprites to cover up the edges).
You can see how I'm animating the tiles on the foreground layer to cancel out the sin-wave effect is affecting the entire BG layer. It's because they are all on the same BG layer. The fire effect with its vertical sin-wave is all pure software, so it has no impact on any tiles or screen positioning.
#PCエンジン #pcengine #tg16 #retrogaming #rondo #draculax
I was looking more closely at the differences between SNES Dracula X and PC-Engine Rondo.
The walk animation in the SNES one is slower; it scrolls 1 pixel per frame, while the PCE scrolls 1.25 pixels a frame. But the SNES Drac-X animates twice as fast as Rondo. Slower scrolling, faster sequence in the animation. It's feels weird - almost like walking in place.
The attack is slight slower on SNES Drac-X too. The two starting wind-up frames hold at; 3f, 3f, 2f, 2f... while Rondo is; 2f, 2f, 2f, 2f...
The other area is jumping. If the walking is 1px per frame on the snes, the jumping is closer to the PCE at 1.3125 pixels a frame. So the difference from walking to jumping is kinda jarring/weird in the SNES port: 1.0px vs ~1.3125. PCE: 1.125px vs ~1.3125px. It feels a little more dis-jointed in the SNES Drac-X because you get more of a noticeable speed boost from transitioning from walking to jumping.
But the jump arc and frame sequence is different. Rondo has more hang time on the frame at peak (hold for 16 frames).
turboxray retweeted
Examples of Megadrive FM based music, automatically converted to MOD format. The converter can produce multi-channel MODs, or condense to 4-channels (with a simple config). Example 1/3: Green Hill Zone [Sonic The Hedgehog]
turboxray retweeted
PicoPak for #MasterSystem gets REWIND!
World's first real hardware Rewind in a flashcart. No one else does it anywhere for any console.
Give this a like and repost if you want to see this same thing brought to the PCEngine and TurboGrafx16.
turboxray retweeted
Forever fast, in gosu blue.
ソニック・ザ・ヘッジホッグ有田焼「Infinite Blue」
ソニックの「世界最速の青」を、色褪せることのない「永遠の青・呉須(ごす)」で表現。音速の青い閃光が描く一瞬の軌跡を、職人の手によって、時を超えて受け継がれる磁器へと封じ込めました。
ソニック生誕35周年を記念して制作された、唯一無二の磁器クラフト作品です。全世界限定50体。
10月9日より、池袋PARCO「SONIC the Exhibition -ACROSS GENERATIONS-」にて会場先行販売、オンライン抽選の応募受付を開始します。
Sonic the Hedgehog Arita Ware “Infinite Blue”
Sonic's “world's fastest blue”, rendered in gosu, the eternal blue of Arita ware that never fades. A fleeting trail of supersonic blue, captured by the hands of artisans in porcelain made to last for generations.
Celebrating 35 years of Sonic. An edition of 50 worldwide.
From October 9: venue sale at SONIC the Exhibition, Ikebukuro PARCO, and online lottery entries open.
Details:yoyoyo.work/products02
Craft Process Film:youtube.com/watch?v=DzCJw-H7…
©SEGA
@SEGA_OFFICIAL @SonicOfficialJP @SEGA @sonic_hedgehog
#SonicTheHedgehog #ソニック #YOYOYO #Craftsmanship #有田焼
turboxray retweeted
お待たせしました!🚀『Battle Princess Overdrive』公式ティザートレーラーを今すぐ公開!ド迫力のアクションとピクセルアートの世界へ飛び込もう。今すぐウィッシュリストに追加!🔥👑
@realMonsterBath @tokyo_game_show #TGS2026 #東京ゲームショウ #インディーゲーム #ピクセルアート #ランアンドガン #BPO #ティザー #トレーラー解禁
This is a great read-through post! Love hearing the details of stuff under the hood.
Otimizei os códigos de Thunder Spirits do SNES!
Meu maior desafio até então, visto que esse jogo é BRUTALMENTE mal otimizado.
kandowontu havia feito uma conversão pra FastROM e ainda assim o jogo era puro lag.
Agora ele está muito mais leve!
mediafire.com/file/8vweoppny…





















