pw
pw32x.bsky.social
pw
@pw32x.bsky.social
Retro dev. Homebrew. Sega. Stuff.
www.puffweet.com
SMS Experiment, Day 15. Not a lot today, but got driving around in 16 directions. The sprite is glitchy at a certain angles, which is weird. #sega #mastersystem #homebrew #graphicsgale
December 17, 2025 at 2:36 AM
SMS Experiment, Day 14. Got the car sprite into the prototype and rotating. Stole lots of code from the old Ninja Girl project to import and display sprites. I'd like thank Past PW for his work. #sega #mastersystem #homebrew #graphicsgale
December 15, 2025 at 11:59 PM
SMS Experiment, Day 13 con't. First rotation test. It's... not super great. Half the frames I eyeballed and the other half are based on the render. Inconsistency is awesome! #sega #mastersystem #homebrew #graphicsgale
December 15, 2025 at 1:41 AM
SMS Experiment, Day 13. Basic 16 directions done for the car. Now it's to put it all together and see how all the frames mismatch while rotating around. #sega #mastersystem #homebrew #graphicsgale
December 15, 2025 at 1:28 AM
December 10, 2025 at 3:26 AM
SMS Experiment, Day 12. Another two more directions. (Top right corner) The angle and the low resolution is really making this hard. Four more to go. #sega #mastersystem #homebrew #graphicsgale
December 10, 2025 at 3:22 AM
SMS Experiment, Day 11. Added two more directions. Slowly but Shirley. #sega #mastersystem #homebrew #graphicsgale
December 9, 2025 at 1:47 AM
SMS Experiment, Day 10. Worked on the up/down/left/right car sprites. Half done, now for the eight other (much more difficult) directions. #sega #mastersystem #homebrew #graphicsgale
December 8, 2025 at 2:19 AM
Woot @tjomega.bsky.social
I’ll do better next year!
December 5, 2025 at 5:09 AM
Ah yes, I remember all those hours I spent watching videos about the Switch 2 Welcome Tour.
December 5, 2025 at 5:04 AM
SMS Experiment, Day 9: I've started a rally racing game test project meant for the Sega Master System. Will give myself until June to work on it. Just have a basic GSLib project running at the moment. Currently working on graphics. #sega #mastersystem
December 3, 2025 at 1:35 AM
Downland for NES Day 18, con't: Improved the sounds. I'm pretty much done, I think. I wanted to convert the game from regular unrom to unrom-512 but can't find a good example. I'll leave that for the future. #downland #tandy #coco #nintendo #nes
November 9, 2025 at 3:38 AM
Downland for NES Day 14: Restored screen transitions. Code clean up. Moving out lots of data out from the fixed bank but still always hitting the 16k limit as soon as I implement new stuff. So frustrating. Only sound is left now. #downland #tandy #coco #nintendo #nes
November 2, 2025 at 3:25 AM
Downland for NES Day 13: Fixed the background drawing. Restored part of the titlescreen by moving stuff around in banks. Restored jumping. #downland #tandy #coco #nintendo #nes
November 1, 2025 at 12:51 AM
Downland for NES Day 8: Exporting banked resources. Brought in and now running the game main code. Drawing sprites. Might have a slight issue with backgrounds. Can't currently jump because enabling the flag somehow causes a linker error. #downland #tandy #coco #nintendo #nes
October 27, 2025 at 2:26 AM
Downland for NES Day 5: Can now display a map. Done experimenting, started the nes project proper. Trying to get it to compile with the game code. Have to work on the DLExporter too. #downland #tandy #coco #nintendo #nes
October 24, 2025 at 2:28 AM
Downland for NES Day 4: Now exporting all the sprite tiles. Fixed an export bug. The high bytes weren't exported correctly. Figured out how to draw 8x16 tiles. It's a start. #downland #tandy #coco #nintendo #nes
October 23, 2025 at 2:17 AM
Downland for ColecoVision Day 1: Tried out sverx's updated devkitSMS with CV support. Updated the makefile, added a few missing defines and it worked on the first try! No sound, though. And it freezes in GearColeco, probably sound related too. #downland #tandy #coco #coleco #colecovision
October 21, 2025 at 2:36 AM
Downland for NES Day 2, con't: added the gamefont to the background chr. So exciting. #downland #tandy #coco #nintendo #nes
October 20, 2025 at 2:51 AM
Downland for Game Gear Day 2, con't: adjusted the title screen to better fit the screen. No room for the room geometry, though. It's all offscreen. Next I'm gonna make the drops fall through the letters instead of colliding with them. #downland #tandy #coco #sega #gamegear #devkitsms
October 14, 2025 at 3:24 AM
Downland for Game Gear Day 2: changed the timer and lives markers to be sprites. The lives display has been simplified to reduce flicker. Gotta fix bugs with scrolling when changing screens. Also, this game can be brutal. #downland #tandy #coco #sega #gamegear #devkitsms
October 13, 2025 at 6:50 PM
Downland for Game Gear Day 1 con't: Added basic scrolling. Tiny screen is still tiny. Lives, time, and score can't clearly be seen. I will remove the top and bottom except the time, and display that with sprites in a corner. #downland #tandy #coco #sega #gamegear #devkitsms
October 12, 2025 at 10:50 PM
Ugh, fine. Might as well...
Downland for Game Gear Day 1: Made a common game code folder for 8bit machines. Migrated SG-1000 and SMS to it. Created GG project. Updated makefile and game colors. The screen is tiny! #downland #tandy #coco #sega #gamegear #devkitsms
October 12, 2025 at 5:20 PM
Downland for SG-1000 Day 8&9: Finally got sprite drawing working. Reworked the obj gfx, toned down the player to be more like the original. Making 1bpp graphics is hard. I think I'm almost done with this version. #downland #tandy #coco #sega #sg1000 #devkitsms
October 11, 2025 at 11:47 PM
Downland for SG-1000 Day 5: Still working on the new player sprite. I realized that the black areas from yesterday's version are transparent. Reworked to have less transparency and I think it has a bit more personality now. #downland #tandy #coco #sega #sg1000 #devkitsms
October 8, 2025 at 2:50 AM