Joined January 2018
1,574 Photos and videos
ADMaz retweeted
I wanted to do a proof of concept of mp4 to SNES video converter (thanks to my graphic artist who wanted it :D !). It works at 5fps, with no sound. But I'm happy with the result ;) #snes #pvsneslib #videoplayer #mp4
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ADMaz retweeted
Hello everyone. I've been working every day on my port of Mega Man II SNES 16-BIT. I'd like to showcase the following video, what I have to do in order for the giant BG fish in Bubble Man's stage, to disappear in 16-BIT mode. I like how in Mega Man X, a defeated enemy will have it's image fluctuate from being present on the screen, to not being present on the screen during it's destruction, this happens every other frame. I needed to do something like that in my situation, since I'm using multiple BG layers, and if I simply do what the original 1988 version does, a simple palette fade to blue like the water, the bg image of the fish will still be present. So I've had to create alot of custom asm for the destruction, and non drawing, of the defeated giant bg fish. 1: create new death sequence by modifying the tilemap where the giant fish is located, and alternate it's tileset via a DMA buffer with it's tiles in 1 frame, and blank tiles in another frame 2: at the end of the death sequence, create a flag in ram indicating one of the bg giant fish (there are 2) has been defeated 3: modify the games level construction engine, to read against defeated fish flag to see if it's set, if not, allow the original 16x16 blocks to be drawn, it set, bypass the original 16x16 blocks for bg giant fish and replace with a blank 16x16 block 4: clear defeated bg fish flags when you get a game over, or when bubble man is defeated All of that I've had to code, just for that, heh.
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ADMaz retweeted
drive.google.com/file/d/14v9… Link para baixar a rom.
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Finished the Stage Select tonight. Making progress! I love the detail of the three moons around the Yellow Planet. The next step is getting the gameplay working. It's going to be a ton of work... one step at a time... NES to SNES port of Bucky O'Hare
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ADMaz retweeted
A Copa do Mundo 2026 ta aí e não podia faltar a tabelinha 16-bit. Vou atualizando ao fim de cada rodada e quem sabe rola algumas recriações de gols 👀 Não prometo tanto como nas outras edições por falta de propostas de apoio por empresas idôneas/éticas. Mas vai rolar alguns! 🇧🇷
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ADMaz retweeted
VERY rudimentary right now but what you've got here is Wolfenstein like Raycasting on the Game Boy. Full movement and staffing. \o/ #indiedev #gameboy #GBDK2020 #retrogaming #gbstudio #screenshotSaturday
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Já vi FDP grande, mas esse está em outro nível.
Never skip a low quality video 🤣🤣🤣
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ADMaz retweeted
Desde quando o VLC reproduz até arquivo spc?
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ADMaz retweeted
Iridion 3D (Game Boy Advance, Shin'en Multimedia, 2001)
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ADMaz retweeted
CyberSwarm is yet another NES experiment of mine. No concrete plans about this one for the time being.
Cyberswarm: Overdrive - NES I think I got the grenade throwing mostly right. Still a little bit rough around the edges with the z-ordering occlusion. Looks like I'm still pushing too many sprites, unfortunately. How do you like it so far?
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ADMaz retweeted
Dev SuperReye lançou QuadWorld, nada mais é que um "clone" de Minecraft para o SEGA Saturn! Os recursos incluem: - Mundo de 144x64x144 - 37 blocos únicos (com possibilidade de até 63 no futuro) - Mundo totalmente gerado, baseado na semente composta pelo relógio do sistema (planejo torná-la editável no futuro) - Areia e cascalho caindo - Blocos projetando sombras sob si mesmos - Lava e água se espalhando da mesma forma que no Minecraft clássico (cuidado para não inundar seu mundo) - Quando lava e água se encontram, produzem rochas - Colisão do jogador, natação na água e na lava - Mundo pré-construído exclusivo por Shiroiii
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ADMaz retweeted
#SGDK Im not dead, just became a "merc" ;) so mentally i had to stop for a day my top sectret job today... and sailing the web had an epiphany... so improved an old scaling demo i had already posted here. Initial slowdowns are due to my laptop hw and the exodus spy windows.
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ADMaz retweeted
Introducing Rotatron for Super Nintendo (SNES). The super addictive puzzler. Haters gonna hate, I'm sure. But it's coming. Still optimizing, polishing. Claude Fable 5 made it happen. Some challenging bits here, experially rotating the hexagons and getting the spaceships right. As you'll see even @elonmusk's Starship is represented :)
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ADMaz retweeted
There's some summer left, it's the weekend, get some wind in your hair! OutRun GB for the Game Boy Color 🌴 rocketshippark.itch.io/what-… #GameBoy #retrogaming #indiedev #pixelart
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ADMaz retweeted
Almost there I think!
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ADMaz retweeted
Jogo aqui está bonitão! Um Castelo da Vânia sem ser Castelo da Vânia. Silent Planet: Elegy of Dying World!
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ADMaz retweeted
Finished preparing all original levels. The tiled map gets processed by a custom tool that generates the needed data structures by the game engine.
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ADMaz retweeted
Oportunidade pra quem quiser trabalhar com games!
🚨 Atenção 🚨 Estamos precisando de um roteirista para trabalhar em um NOVO jogo da @StateraStudio_! Para se candidatar e saber mais, mande um e-mail para: jonathan@staterastudio.com ou me chama na DM no Discord: jonathansilva Compartilhamentos são apreciados ❤️

ALT Kermit The Frog Reaction GIF by Muppet Wiki

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ADMaz retweeted
My post on Reddit about Deadfall for Super Nintendo is going hard and is getting mostly positive comments at this point. There are a few haters but on Reddit you'll get haters no matter what you post. Clearly, the resistance among gamers towards AI is mostly geared towards the artwork rather than the code being made with AI. (Though one guy there insists my C code for this game is "slop code" LOL) Post: reddit.com/r/snes/comments/1…
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