SEGA Genesis / Mega Drive Developer, SGDK fan, Director of pixel pusher games, Coder of Chords and Crypt of Dracula. YouTuber sometimes.

England, United Kingdom
Joined April 2009
🎸 CHORDS! is coming! Join Akio & Scamp in a cyberpunk visual novel packed with puzzles, music, chaos and questionable decisions. 🎮 Wishlist on Steam: store.steampowered.com/app/4… #segagenesis #megadrive #SGDK #indiedev #gamedev
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Matteusbeus Retro Developer retweeted
Hey people! Want to play Rayman on your 32X? Your weird! Me too, and I vibe coded a port as an experiment. I won't ever use a LLM again to make a game, but let's not waste all that compute: drop your Rayman Forever folder and it'll be converted to a rom. lastlife.net/Rayman
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I'm not excited about AI ports, but seeing Rayman ported to 32x in such a short window is scary.
[2/5] I present Rayman 32x running in jgenesis, entirely vibe coded in 4 sessions: it stopped twice after hitting the 5-hour rate limit, then it needed human help. It would have taken me 4 or 5 months to follow my dev plan; it took Claude 11 hours mostly unattended.
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This is very nifty!
Here's a background I've been fiddling with for my Megadrive game, temp art from a pack, everything is on BG_B so the A foreground is free to use. Way too heavy on the CPU and fires too many H-INT's, but it's too cool to throw out. Maybe the interrupt sequence can be pre-canned?
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Matteusbeus Retro Developer retweeted
#SGDK been working on my old video codec and saw that me from the past did mixed 2 versions of the code, dunno why, and refactored it removing redundant framebuffer array access. and achieved 17 fps sustained. cool (the video was encoded at a lower frame rate) mandatory for audio
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Matteusbeus Retro Developer retweeted
Some testing on real hardware today 👀 ZERO is a mode 7 racer for the Game Boy Color. #screenshotsaturaday #indieDev #gameBoy #fzero #pixelArt #gbstudio
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32xCD Resident Evil
You are right, I should show more stuff! Here is the legendary zombie reveal scene, on the Tower of Power! You'll notice I have the games 3D models, some can even be textured like the clock. I'm currently working on decoding the game VM. Progresses are slow but steady.
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Matteusbeus Retro Developer retweeted
For this spooky season special of Homebrew à la Cart, I’m talking to @badtastyhorror about his game The Bagman for the PC and Sega Genesis! Tune in to hear our chat about the game as well as homebrew news and stories. linktr.ee/homebrewalacart #homebrew #thebagman #homebrewalacart
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A good few months ago I was kindly invited to chat with Sean about all things homebrew, game dev, and The Bagman. If you want to hear me ramble on then please give it a listen.
For this spooky season special of Homebrew à la Cart, I’m talking to @badtastyhorror about his game The Bagman for the PC and Sega Genesis! Tune in to hear our chat about the game as well as homebrew news and stories. linktr.ee/homebrewalacart #homebrew #thebagman #homebrewalacart
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Ahhh shit 😢 Wish all those at BioWare the best.
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Matteusbeus Retro Developer retweeted
Halo online multiplayer crossplay on Nintendo 64! Playing with PC, OG Xbox, Android & iOS players! My SummerCart64 connects via USB-C to my PC running Halo 64 Link. Test build of Halo 64. Huge credit to @JackTullnation #Halo #Nintendo64 #Gaming – at Reidville, SC
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🤞🏻🤞🏻🤞🏻
Keep going because you deserve to see what happens when all your hard work pays off. 🥹
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Matteusbeus Retro Developer retweeted
For October, here's a video on Dead of the Brain 2! Now I've covered all three games in FairyTale's "Nightmare Collection"! youtu.be/XKj2U3gOa3E #pc98 #deadofthebrain
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What my evening was spent doing 😄
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I wish to the indie dev gods for Chords: Opening Act to do well 😄 #ScreenshotSaturday #SEGAGenesis #sega #sgdk
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Matteusbeus Retro Developer retweeted
I love that we can leverage 15-bit color. Allows us to do a few really cool things.
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Matteusbeus Retro Developer retweeted
#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.
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