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~♪
Reposted by Plutiedev
More Mega Driving. Mostly so I can avoid thinking about how inefficient my raycaster sprites are. #sgdk
youtu.be/6yYsE4X8Fsg
youtu.be/6yYsE4X8Fsg
Taking a break from casting rays. Working on Pseudo3D roads again
YouTube video by Greg Gallardo
youtu.be
November 5, 2025 at 3:45 AM
More Mega Driving. Mostly so I can avoid thinking about how inefficient my raycaster sprites are. #sgdk
youtu.be/6yYsE4X8Fsg
youtu.be/6yYsE4X8Fsg
FM instrument making difficulty
Easiest: sine wave
Easy: organ
Medium: trumpet
Hard: drum
Hardest: piano
I managed to make a snare drum and even a cymbal yet I still can't make a piano that actually sounds like a piano.
Easiest: sine wave
Easy: organ
Medium: trumpet
Hard: drum
Hardest: piano
I managed to make a snare drum and even a cymbal yet I still can't make a piano that actually sounds like a piano.
November 8, 2025 at 8:03 PM
FM instrument making difficulty
Easiest: sine wave
Easy: organ
Medium: trumpet
Hard: drum
Hardest: piano
I managed to make a snare drum and even a cymbal yet I still can't make a piano that actually sounds like a piano.
Easiest: sine wave
Easy: organ
Medium: trumpet
Hard: drum
Hardest: piano
I managed to make a snare drum and even a cymbal yet I still can't make a piano that actually sounds like a piano.
Reposted by Plutiedev
Sega Online (1997)
November 7, 2025 at 10:26 PM
Sega Online (1997)
Today in YM2612 instrument serendipity:
November 7, 2025 at 10:54 PM
Today in YM2612 instrument serendipity:
If there's a constant about Sonic 3, it's that the barrel will keep trapping players who don't know the trick to get past it.
November 4, 2025 at 10:26 PM
If there's a constant about Sonic 3, it's that the barrel will keep trapping players who don't know the trick to get past it.
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 :)
November 3, 2025 at 9:09 PM
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
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
November 3, 2025 at 8:39 PM
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
Anyway the S&K lock-on hijack works like this:
plutiedev.com/custom-lockon
Reposted by Plutiedev
Crunch!
'Streets Of Rage'
SEGA Mega Drive
'Streets Of Rage'
SEGA Mega Drive
November 3, 2025 at 2:03 PM
Crunch!
'Streets Of Rage'
SEGA Mega Drive
'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
November 2, 2025 at 8:44 PM
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
November 2, 2025 at 8:44 PM
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
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).
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
November 2, 2025 at 8:44 PM
"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
Let's examine that claim, shall we? 1/12
Virtual Lab for Mega Drive www.plutiedev.com/blog/20251103
November 3, 2025 at 5:42 AM
Virtual Lab for Mega Drive www.plutiedev.com/blog/20251103
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)
You lose Mega CD access but if you didn't need that it doesn't really harm? (and works with TMSS)
November 2, 2025 at 2:40 AM
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)
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).
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
November 2, 2025 at 12:28 AM
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).
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).
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.
Featured Today — 20% Off
System overload in 3... 2... 1...
Featured Today — 20% Off
System overload in 3... 2... 1...
October 30, 2025 at 8:31 PM
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.
Featured Today — 20% Off
System overload in 3... 2... 1...
Featured Today — 20% Off
System overload in 3... 2... 1...
Reposted by Plutiedev
October 29, 2025 at 1:17 AM
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
October 28, 2025 at 9:31 AM
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
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
October 16, 2025 at 11:18 PM
* 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
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
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
October 17, 2025 at 9:11 PM
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
October 18, 2025 at 1:47 PM
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)
October 28, 2025 at 3:47 AM
@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)
Reposted by Plutiedev
I reworked the camera, improved clipping and rewrote the physics with acceleration and drift, the feel is better now
October 23, 2025 at 5:24 PM
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
Also the path turned into quite a maze lol
October 28, 2025 at 3:17 AM
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
Also the path turned into quite a maze lol
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.
There's still some optimizing I can do, so maybe 15~ish is possible.
October 8, 2025 at 4:38 AM
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.
There's still some optimizing I can do, so maybe 15~ish is possible.