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Starting the port of Metal Slug Atari STE to Genesis / MegaDrive


masteries

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Greetings mates,

 

I am starting with the port of the Metal Slug version for Atari STE, to Genesis / MegaDrive system

 

For anyone that didn´t know anything about the Metal Slug port for Atari STE:

 

https://www.youtube.com/watch?v=gyRBcTnn-5M

 

 

Nowadays, in Genesis / MegaDrive, the first mission map uses up to 64 colors,

while sprites have up to 32 colors (2 palettes of 16 colours for them)

 

I added a parallax plane to this first map.

Sound is the same as Atari STE version, with one additional voice.

Totally digital sampled sound and music.

 


These images (19 October 2021) are from the Work in Progress for MegaDrive / Genesis:

 

Captura-1.png

 

Captura-2.png

 

Captura-3.png

 

Captura-4.png

 

 

Excuse the presence of Sonic sprite, this is being used for collision testing  :)

 

 

Edited by masteries
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Hey !! 

Awesome work your conversion with the STe !! And now with Megadrive, well done !

I work with a personnal adaptation of this game for the Megadrive with Sgdk as you can see in this WIP Video:

 

https://www.youtube.com/watch?v=31zKQMmVFaM

 

Do you use the same sdk ( Sgdk ?! ) or in 68k Assembly ?!

All in all, good luck for your work !! 

Greetings,

Vetea

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Following the port of Metal Slug from Atari STE,

 

This time, a brute force sprite test,

in order to evaluate the limits of MegaDrive / Genesis hardware

 

The scene of this video is insane from a gameplay perspective,

 

 

 

But it illustrates the near arcade capabilities of MegaDrive / Genesis hardware

 

Edited by masteries
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On 10/24/2021 at 2:58 PM, Vetea said:

Hey !! 

Awesome work your conversion with the STe !! And now with Megadrive, well done !

I work with a personnal adaptation of this game for the Megadrive with Sgdk as you can see in this WIP Video:

 

Do you use the same sdk ( Sgdk ?! ) or in 68k Assembly ?!

All in all, good luck for your work !! 

Greetings,

Vetea

 

Greetings Vetea,

 

I am using a heavily modified SGDK installation along with a commercial 68K compiler.

 

Video memory management is a custom one, as well game engine is heavily inspired in Atari Game Tools for Atari ST/E

 

Map and colouring tools are exclusively made for Megadrive / Genesis development.

 

Sound driver is a custom one that provides 3 compressed digital audio voces mixed at 16 KHz

 

Sprite collision engine is made from scratch using 68K assembly

 

 

I have a question regarding Sega 16 forum, some weeks ago I registered in the cited forum, but my account is not yet activated to post replies... :(

 

How much time It takes?

 

Best,

Masteries

 

 

 

 

 

 

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