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Plutiedev

@plutiedev.com
241 followers 21 following 194 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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Under the Surface of Classic Sonic @classicsoniccode.bsky.social · 30/09/2026
A technical dive (😉) into Sonic 3's water palette swapping!
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Michael Pavone @retrodev.com · 12/09/2026
I promised a new BlastEm release on September 11th... and it's still September 11th here in PST... by 16 minutes anyway. Presenting BlastEm 1.0.0 - supporting most of Sega's 16 and 8-bit hardware. It includes some new features and debugging improvements too www.retrodev.com/blastem/anno...
retrodev.com
BlastEm 1.0.0 Release Announcement
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Space… bruce! @spacebruce.bsky.social · 14/09/2026
It's totally safe to switch the Megadrive's background plane address mid-frame, testing that out with some hastily scribbled cloud graphics. Combining that with a raster palette swap and some sprite duplication to make a nice water effect. This console is fun to tinker with.
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Two Black Cats @twoblackcats.jp · 07/09/2026
MD Engine is finally released !!! You can get it on our own website or on Steam! Our Site: twoblackcatsgames.com/products/md-... Steam: store.steampowered.com/app/3706620/... We hope people enjoy it!! Please don't find too many bugs 😅😅
twoblackcatsgames.com
Two Black Cats | MD Engine
Unleash your creativity and bring classic 16-bit gaming adventures to life with our intuitive, visual scripting game engine! Inspired by your favorite “Blast P…
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Sonic The Hedgeblog @sonichedgeblog.bsky.social · 30/08/2026
Animation from a SEGA Mega Drive commercial for 'Sonic 1' from Brazil.
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Plutiedev @plutiedev.com · 16/08/2026
Something tells me that the extended resolution for PAL in Streets of Rage was tacked on at last minute (look at the bottom side of each screenshot).
Streets of Rage title screen. The character sprites don't line up with the bottom of the screen and cut off at different points (and none of them touch the bottom border).Streets of Rage character select. Mostly works but there's a visible black border at the bottom because it's not centered.Start of round 1, the only part that actually looks correct because they extended the background to cover the extra room.
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SEGA City @segacity.bsky.social · 10/08/2026
Into The Sunset 'Shinobi III' SEGA Mega Drive
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Rachel Mae 🏳️‍⚧️ @rachelmae.bsky.social · 09/08/2026
ANYWAY i was idly wondering if Travellers' Tales did some stupid nonsense in Toy Story to get more colors out of the system and of course they did. three 16-color layers and shadow/highlight are all combined to form the final image (left side is the raw colors without shadow/highlight)
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Shannon Birt @shannonbirt.bsky.social · 26/07/2026
* MD 3D engine v8.5 * Added X scrolling of the sprite based background. Added X camera movement of the 3D plane ( broke stuff for a while due to wrapping and limited coordinate resolution ) . Video from Exodus with sprite boxing enabled to show how the sprite based BG is made up - Neo Geo style !!
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Anaël seghezzi @anaelseghezzi.bsky.social · 17/07/2026
Small update on the Megadrive *rally game* ? I added sprites and did some optimization so CPU is still at 70% usage with a stable 60 fps. I'm a bit disappointed by the sprite width limit per-line. I wanted a lot more dense vegetation but it's not possible with sprites. I'll try other methods.
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Shannon Birt @shannonbirt.bsky.social · 16/07/2026
* Sega Megadrive 3D V8 * Toni Galvez joined the project for GFX / models & level design 25% Larger Buffer 256x160. Music added - XGM1 works, XGM2 doesn't :-( Faster buffer swap, rewrote Quad Renderer. Added a 114 sprite multiplexor ( the background is all sprites ) Added Tilt effects :-)
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Anaël seghezzi @anaelseghezzi.bsky.social · 14/07/2026
Help, my Sega Megadrive is out of control ! It must think it's a Playstation or something. Yes, it's fully synced 60 fps :)
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斗々屋 @judytotoya.bsky.social · 23/06/2026
仕事の締め切りを今週は複数抱え込んでいるので今年はラフしか描けなかったです😅 時間が出来たらそのうち仕上げます。 #ソニック35周年
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Plutiedev @plutiedev.com · 21/06/2026
It's all fun and games until Vectorman starts double jumping on his enemies.
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Michael Pavone @retrodev.com · 20/06/2026
Improved 32X timing accuracy in BlastEm a bit and that fixed NBA Jam Tournament Edition. I think at this point the only 32X games that aren't playable are CD-based ones that need disc swapping (e.g. Fahrenheit). There are a few more with some minor graphical issues though.
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Sonic The Hedgeblog @sonichedgeblog.bsky.social · 19/06/2026
Card 28 - Oil Ocean, from the set of 'Sonic The Hedgehog' Topps Cards released in 1993.
Sonic The HedgehogSonic The Hedgehog
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Space… bruce! @spacebruce.bsky.social · 02/06/2026
weeeeeeeeeeeeee
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MatteusBeus Retro Developer @matteusbeus.bsky.social · 30/05/2026
Chords extensively uses the Sega Mega Drive Shadow/Highlight feature for lighting effects. Support us: www.patreon.com/Retrosegadev #segagenesis #segamegadrive #indiedev #gamedev #sgdk #screenshotsaturday
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Michael Pavone @retrodev.com · 29/05/2026
Fixed what is hopefully the last SH2 core bug (at least until I write a dynarec and make a bunch of new ones) last night and now Shadow Squadron works in BlastEm
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Michael Pavone @retrodev.com · 23/05/2026
Been a little bit since I posted some BlastEm 32X progress. As of tonight, it successfully plays everyone's favorite not quite a Sonic game
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Plutiedev @plutiedev.com · 23/05/2026
Both (one of each).
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Anaël seghezzi @anaelseghezzi.bsky.social · 21/05/2026
Still a lot of work to make it fun, but the physics works for at least one rival, possibly more ! The behaviour is a bit harder to code than I thought 😱 (especially with fixed point)
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Daniel H. "108 Stars" pixel art @108stars-pixelart.bsky.social · 16/05/2026
Progress is slow but steady and we‘re getting somewhere. I hope many will support and enjoy this. It’s truly a passion project for Matt and he is determined to get all the pieces together the way he envisions without compromise. #Sega #retrogames #retrovideogames #homebrewgames #pixelart
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Space… bruce! @spacebruce.bsky.social · 16/05/2026
improved it! this was kinda what I was going for first time around but the way I was pushing frames meant a lot got skipped over.
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Plutiedev @plutiedev.com · 17/05/2026
Note to self: design an adapter for the printer used by Mega Anser plutiedev.com/printer
plutiedev.com
Printer
Did you know the Mega Drive supported printers? Look here to learn how to work with one!
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MatteusBeus Retro Developer @matteusbeus.bsky.social · 14/05/2026
I've been working on Shadow/Highlight effects for Chords again. If you would like to see more exclusive updates like this one. Sign up to support me on Patreon ☺️ www.patreon.com/posts/158183... #segagenesis #megadrive #sgdk #indiedev #gamedev #screenshotsaturday
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Plutiedev @plutiedev.com · 08/05/2026
Dumb idea: port 32X Doom to the Picture Magic. The Picture Magic has a whole 32X in it, but the Mega Drive side has been replaced with something more minimal. Doom runs nearly entirely on the 32X side however, so… (the biggest problem would be procuring a Picture Magic in the first place)
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Michael Pavone @retrodev.com · 06/05/2026
BlastEm doesn't quite run 32X Doom yet, but it gets to the title screen/main menu now
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Michael Pavone @retrodev.com · 07/05/2026
and this fire effect demo
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Michael Pavone @retrodev.com · 07/05/2026
Got a couple of small 32X demos running last night after some SH2 core fixes. There's this plasma demo
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fifth column [systems] @fifth.column.systems · 08/05/2026
the latest level update for FATAL FACTORY on STINKHEAD AND THE SEVEN DEADLY SINS
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Shannon Birt @shannonbirt.bsky.social · 08/05/2026
* Sega MD 3D engine update * Added partial/offscreen quad rendering - was painfull coding. Massively unrolled the line filling code for quads/triangles , 15-20% speedup. Implemented an algorithm to account for fluctuating framerate for Z forward movement - it partially works. Getting there !
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Michael Pavone @retrodev.com · 04/05/2026
It's sort of cheating, but I have first light for Sega 32X support in BlastEm. I say sort of cheating, because this demo does not use the SH-2s at all and instead just writes to the 32X VDP from the 68K. But hey, it's still progress. Should see some SH-2 code running soon
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fifth column [systems] @fifth.column.systems · 03/05/2026
if you missed you chance to try out STINKHEAD AND THE SEVEN DEADLY SINS at Fur the More 2026, you got another chance at Furry Weekend Atlanta coming up!
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Anaël seghezzi @anaelseghezzi.bsky.social · 30/04/2026
Testing hardware sprites with a point based depth-test to on/off them behind polygons. I don't think it's needed for the sides but for future obstacles ? #SGDK #BlastEm
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Anaël seghezzi @anaelseghezzi.bsky.social · 27/04/2026
Stress test on real genesis 2 hardware + Amstrad CRT. The ship is not precomputed here (it will be but I wanted to test triangles). I optimised clipping a bit more and reduced the rom size. Synced at 30fps, fully stable (~160% cpu)
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Shannon Birt @shannonbirt.bsky.social · 23/04/2026
** Sega MD 3D engine update 5 ** Quads added , faster for 4 sided objects vs 2 triangles. Non-Linear Buffer + DMA reworked now faster than linear buffer + CPU blit . Its close still / interesting pros & cons. Assembly vertex calc + looping with qauds & triangle drawing in asm to save C calls.
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Space… bruce! @spacebruce.bsky.social · 16/04/2026
Quick megadrive graphics test, drawing weird shapes using a distorted tilemap. (Yes, like Yoshi's island). details in followup post.
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Sonic The Hedgeblog @sonichedgeblog.bsky.social · 14/04/2026
A special Mega Drive two-pack released in Australia, featuring ‘Sonic 2′ and ‘Global Gladiators’.
Sonic The Hedgehog 2
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MatteusBeus Retro Developer @matteusbeus.bsky.social · 11/04/2026
Another polished shadow/highlight effect we're using in Chords. No context and the same background as before. So spoiler free 😉 It's ironic that my Patreons pay to support the project and basically have the plot ruined for them! #segagenesis #megadrive #indiedev #gamedev #sega
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GDRI @gdri.bsky.social · 12/04/2026
Takeuchi's written a bit about Air Buster recently, including: X68000 Air Buster x.com/takeuty/stat... The X68000, FM Towns, and PC-9801 make appearances x.com/takeuty/stat... MD Air Buster was supposed to be 8M x.com/takeuty/stat...
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Shannon Birt @shannonbirt.bsky.social · 05/04/2026
** Sega Megadrive 3D engine day 2 ** Been playing around with Line & Triangle Drawing on the MD after thinking about doing something in 3d on the system for a while. Theres no hardware for this sort of thing on the MD so its a real optimisation game. All in C so far , 68k ASM next !!
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Plutiedev @plutiedev.com · 05/04/2026
I just saw somebody cheese the 3-2 boss in Moonwalker and I feel dumb for not thinking about it before. (stay on one side of the screen and make sure to keep kicking the two zombies so they split their bodies when they're on the other side to make it easier to jump over them)
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 31/03/2026
Frédérick Raynal, the creator of Alone in the Dark and Little Big Adventure, is crowdfunding a new Sega MegaDrive / Genesis game (complete with a cool spinner controller)! Here: www.kickstarter.com/projects/107...
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Brandon Sheffield @brandon.insertcredit.com · 30/03/2026
Frédérick Raynal, the director of the original Alone in the Dark is kickstarting a new genesis game - a remake and expansion of his old arkanoid Popcorn - and a paddle controller to go with it. www.kickstarter.com/projects/107...
kickstarter.com
POPCORN DUEL + SPINNER (SEGA Genesis / Mega Drive)
Featuring a Brand-New Dedicated Controller: The PopCorn Spinner by Frédérick Raynal
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Plutiedev @plutiedev.com · 30/03/2026
Peripheral ID 0x0E is still one of the biggest mysteries.
input a6.l = controller port address; output d7.b = $00 modem, $0d = Mega Drive Joy Stick, $0e = Ram Disk, $0f = ETC. or None; use d0, a0
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Liliam 🏳️‍⚧️ @liliambean.bsky.social · 25/03/2026
To clarify, this is how it works in the original version as well. The entire platform is copied to the VDP's window plane, erased from Plane A, then Plane A scrolls up and offscreen. Then finally, the platform is copied back to plane A and the window plane is disabled.
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Plutiedev @plutiedev.com · 25/03/2026
For whatever reason in the Sonic Jam version of Sonic 3 (NOT the original) the HUD gets hidden for a moment when the platform detaches from the Death Egg. 1:09:39 youtu.be/CVZcCK0skLY?...
Sonic is looking up on the final boss platform as the Death Egg detaches. The left side of the platform is covering the I in "rings" as well as the "Sonic" and lives count at the bottom left (but not the icon).
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SEGA City @segacity.bsky.social · 21/03/2026
'Phantasy Star II' was released on the SEGA Mega Drive 37 years ago today in Japan.
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Jenovi @jenovi.bsky.social · 19/03/2026
New Video, new Sega 32X games. youtu.be/rR-arrDKu3s
youtu.be
I Built 3 Sega 32X Projects After 3 Years Away
YouTube video by Jenovi
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