#devkitSMS
SMSRally, Day 18. Smspower folks suggested a "double buffered" car tile update solution. Copy the car's 16 - 22 tiles over two game frames into a "back buffer" area while using an "active" tile area for the current sprite. Switch when the copy is done. #sega #mastersystem #homebrew #devkitsms
January 5, 2026 at 12:21 AM
SMSRally, Day 17. Worked on improving the world to pixel to screen space transformations. The car follows the ground better now. Sprite still glitchy at certain angles. #sega #mastersystem #homebrew #devkitsms #gslib
December 18, 2025 at 9:58 PM
November 28, 2025 at 1:24 PM
I've used DevkitSMS for all my Sega Master System homebrew projects since I started a couple of years ago and would not have been able to make anything worthwhile without it!
November 28, 2025 at 1:28 PM
Downland for SMS Day 8: Added ball, bird, pickups, and player. Collisions are off. Getting a better idea of the perf. Everything is very inefficient. Maybe the pickups could be tiles, but won't match all the original pos. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 5, 2025 at 12:35 AM
Downland for SMS Day 11: DLExporter now exports the clean backgrounds for title and get ready screens with the text drawn so that the drops have something to collide with when falling. Other than that, a light work day. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 9, 2025 at 12:56 AM
If you do anything fresh I used devkitSMS when I did Jurl, it's pretty good
February 22, 2025 at 9:13 AM
Downland for SG-1000 Day 4: Reworking the object graphics for 1bpp sprites. I can't use the original 1bpp ones because they're made in such a way that they assume CRT artifact effects to produce colors. #downland #tandy #coco #sega #sg1000 #devkitsms
October 7, 2025 at 2:18 AM
Downland for SMS Day 12: Working on transitions. I don't have the memory left to buffer a room's completed tilemap and make it appear gradually. This requires pondering. #downland #tandy #coco #sega #mastersystem #sms #devkitsms #pondering
September 10, 2025 at 2:23 AM
Downland for Game Gear Day 6? 7? Who knows!: Two player life start scrolling bug seems to be fixed. I do believe the Game Gear version is done. #downland #tandy #coco #sega #gamegear #devkitsms
October 18, 2025 at 3:08 AM
What a weird coincidence! 😲

Today is #sega Mark III's 40th anniversary from its original release - and this morning I have pushed an updated devkitSMS/SGlib that adds support... for the #colecovision 😅

Anyway, I hope you like it. Basically now porting your SG-1000/SC-3000 game to the […]
Original post on mastodon.gamedev.place
mastodon.gamedev.place
October 20, 2025 at 1:49 PM
Sound Side Quest for SMS Day 3: Got the code to the VCC CoCo emulator and patched it so that it dumps the raw values to the sound dac with timestamps to file. Got values for all the sound effects. What am I going to with them? No clue so far #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 28, 2025 at 1:21 AM
Downland for SMS Day 19: No more Mr. Portability. Just ripping out everything I can from the SMS version of the Downland code. Won't even bring back changes to the main branch. Saved ~14kb of rom space in banks 0 & 1. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 17, 2025 at 3:31 AM
Downland for SMS Day 23: Good session today. Optimized a fair bit, now alternating collisions every frame, sped up timer handling, smoothed out drop management. Emu says I'm using ~80% CPU in the worst case scene. Finally reached 60fps #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 21, 2025 at 4:32 AM
Downland for SMS Day 21: More optimization. First time hitting 60fps (with some stuff disabled), which is encouraging. No real strategy, though. Just looking at slow functions, randomly changing stuff, and reprofiling #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 19, 2025 at 3:50 AM
Yesterday evening I started tinkering with devkitSMS as I would love to create a sensible Master System game, last night I dreamt about playing Master System games so that was nice.
June 24, 2025 at 5:30 AM
Downland for SMS, Day 2: Integrated the game code. It builds but the game uses too much ram (~16k in allocs vs 8k ram). No room for two 1bpp framebuffers, that's for sure. A dedicated SMS fork of the core game code is needed. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
August 26, 2025 at 3:03 AM
Downland for SMS Day 9: A light work day. Now using the proper lives icons. Added splat sprite. Going through implementing all the features before doing optimizations. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 6, 2025 at 3:09 AM
Downland for SMS Day 26: At first I was thinking of converting SFX sample wav files to PSG compatible values, but I've decided to go straight to the source and mimic the CoCo directly. Time to RevEng the sound playback. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 24, 2025 at 1:51 AM
Downland for SMS Day 5 so far: DLExporter now exporting tiles and sprites. First visible results! Even with the dedup'd tileset, things are gonna be tight. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 1, 2025 at 5:07 PM
Downland for SG-1000 Day 2 Con't: Experimenting with the video mode and tile/sprites functions. Made some graphics! Wheee!!! #downland #tandy #coco #sega #sg1000 #devkitsms #wheeee
October 5, 2025 at 3:43 AM
Alter Ego for the #sega #mastersystem is finally available in physical #cartridge form! 😍

Grab it from Tuxedo Games' web store: https://tuxedogamedevs.fwscart.com/product/alter-ego

#8bit #videogames #retro #retrogaming #retrodev #devkitSMS
June 4, 2025 at 3:38 PM
Downland SMS Day 24: Switched to using 8x16 sprites. Sprite tiles take up the whole space now because of the necessary padding. Performance is currently pretty darn good. CPU usage spikes to update the score but I don't care. #downland #tandy #coco #sega #mastersystem #sms #devkitsms
September 21, 2025 at 5:32 PM