Author Topic: List of TBA (Not yet Finished) Games on SEGA Console (Genesis, Dreamcast, etc)  (Read 4537012 times)

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Added Clash Royale: Legacy Edition for SEGA Dreamcast



Quote
Necessary_Egg_3030: "This is a prototype for anyone who wants to try how it would feel to play Clash Royale on console/retro hardware... it's recommended playing this on a real Dreamcast, but will also work on emulators... it may not be perfect, but it's still in development and based on the very first version from January 2016!

This content is not affiliated with, endorsed, sponsored, or specifically approved by Supercell and Supercell is not responsible for it."

Link: https://necessary-egg-3030.itch.io/clash-royale-legacy-edition

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Lethal Wedding (SEGA Genesis/Mega Drive) Kickstarter | Zombies Ate My Neighbors Tribute Interview with George Sanger and Joe McDermott
5 Days to Go!


https://www.youtube.com/watch?v=FYECjjsaMus



Quote
Want to make a retro cartridge game feel 100% authentic? You don’t fake it. You track down 90s arcade royalty. 🕹️

In this interview, we sit down with the creative legends behind the sound and visual DNA of Lethal Wedding, including the audio mastermind behind the iconic Zombies Ate My Neighbors soundtrack.

They built the sound of your childhood memories. Now they’re bringing that rogue creative energy straight into Lethal Wedding.

Pledge your support on Kickstarter now: https://bit.ly/MCSLWKSSM

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
The Legend of Zelda: Ocarina of Time  (SEGA Dreamcast) - June 2026 Update



Quote
Falco Girgis: "OoOooh YES, while porting Ocarina of Time to the Sega Dreamcast, we discovered the cursed CPU-side skinning and this freaking function for transforming model vertices by their inverse rotation matrices to animate them... WHICH IS ONLY EVER USED FOR HORSES AND NOTHING ELSE IN THE WHOLE GAME?
The #ifdef __DREAMCAST__ code path contains our optimized implementation of the routine, which is simply calling into my SH4ZAM vector math library to use the SH4's vector/SIMD instructions to accelerate the transform.
The inner #ifdef shows the initial mathematical mistake we made in how we extended the input 3D vectors into 4D-space before transforming them by the skinning matrix... Their W components should've been 1.0f, but we had made them 0.0f, which caused them to lose the translational components from the transform.
...The result? What you saw from my last Tweet... the horrors of Lon Lon Ranch... 🤣"

Watch the video here: https://x.com/falco_girgis/status/2069477754873999806

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Lethal Wedding (SEGA Genesis/Mega Drive) Kickstarter | Zombies Ate My Neighbors Tribute Interview with Bill Tiller
5 Days to Go!


https://www.youtube.com/watch?v=HTZ2NgGvh_U



Quote
“Measure twice, cut once. And whatever you do, never use pure black.” 🎨

That’s just a taste of the design philosophy from Lucas Arts legend Bill Tiller.

We sat down with the veteran animator to talk about how he brought his traditional painting principles into digital art and game visuals, and how those same color and composition ideas shaped the cover art for Lethal Wedding.

Get a rare look inside the thinking of a gaming and art industry pioneer.

Pledge your support on Kickstarter now: https://bit.ly/MCSLWKSSM

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Added Noah & the Poohloudies / NATP for SEGA Saturn and SEGA Dreamcast

https://www.youtube.com/watch?v=Hrw3rRZQ50U

https://www.youtube.com/watch?v=BvG-71v-b0o

https://www.youtube.com/watch?v=J6dPwc8lvwM



Quote
Golden Age Turbo: "An update on the Saturn version.

The polygons vary depending on how you turn the camera; at that point, they're around 800. The polygon count isn't that relevant in this engine, because the biggest load on the CPU comes from the morphing.
There are areas with more polygons at 30 fps. In this case, there is computational headroom in the CPUs; the problem is the VDP1. The LOD is handled by morphing (there is no LOD per poly); when the faces collapse, a new texture is used. Textures are all 32x32 (8x8 in subdivision).

I’ve written a technical wall-of-text XD if you want to understand better what’s going on in this video: https://pastebin.com/P08K3qv6"

Source: https://x.com/GoldenAgeTurbo/status/2068003817652637808

Offline billybob884

  • *
  • Posts: 294
  • Total Meseta: 0
Retro Gamer Boy - the game!

Youtuber RGB was working with a developer to make a game starring himself traveling through worlds set in the "Sega universe", parodying various popular IPs with gameplay varying per world based on the IP. Unfortunately it has been cancelled for unspecified reasons, but still thought it was neat to share.

https://www.youtube.com/watch?v=_Y_lewaBUoI


Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Retro Gamer Boy - the game!

Youtuber RGB was working with a developer to make a game starring himself traveling through worlds set in the "Sega universe", parodying various popular IPs with gameplay varying per world based on the IP. Unfortunately it has been cancelled for unspecified reasons, but still thought it was neat to share.

https://www.youtube.com/watch?v=_Y_lewaBUoI

Reading the concept, it could take years to make and I undestand if he decided that it was too time consuming.

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Lethal Wedding (SEGA Genesis/Mega Drive) Kickstarter | Interview: Gryzor and Simon Butler share the inspiration, creative process, and the stories behind the game's latest artworks.
4 Days to Go!








https://www.youtube.com/watch?v=1YiTGZ3vKvg

Quote
When the Lethal Wedding team brought you on to design these custom elite enemies, what was your first reaction?
Gryzor:
“I’m a big fan of Zombies Ate My Neighbors, so I was happy to help. Also they didn’t want an extreme quantity of new stuff or additional micromanaging or anything, so that was a relief coming off a big project.”

You’ve worked on everything from ZPF to Super XYX. What’s the creative shift like when you pivot from sci-fi and fantasy shmups to animating for a project like Lethal Wedding?
Gryzor:
“It’s mostly about the difference between animating/drawing things that kind of actually exist versus fantasy things that can just look like and be whatever, they don’t have to adhere to reality, One reason walk cycles are so difficult (despite having done a good 5 or so at this point) is that it’s something you see all day every day, it’s very easy to tell when it looks wrong.”

In a fast-paced 2D shmup, if enemies look too different, the screen becomes unreadable chaos. What visual anchors did you use to ensure that the assets you made seamlessly matched the pre-existing art style established by the internal team?
Gryzor:
“I was very impressed with the existing art, another reason I was glad to help. The first step for me is just ...

Read the full interview here: https://www.kickstarter.com/projects/megacatstudios/lethal-wedding/posts/4729864
Pledge your support on Kickstarter now: https://bit.ly/MCSLWKSSM

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Black Tiger (SEGA Genesis/Mega Drive) - A Blue Dragon has entered the chat!



Quote
Monster Bath Games: "Doing a tiny bit of work on BlackTiger for the Sega MegaDrive late at night to take the edge of the crazy Unity stuff I'm doing for TGS.
This guys' flying patterns are completed aside of keeping him from exiting the top of the screen, shooting, getting hit and dying ;)
Was doing clean up on the rest of this level and the dungeon (the dungeon is completed here now). I realized I forgot to put the secret wall spots in so now I have to go back and do this.
Then code the rest of the Dragon... Once that's done -  probably Sunday or Monday night, I'll drop a video.

Source: https://x.com/realMonsterBath/status/2070710996134425016

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Lethal Wedding (SEGA Genesis/Mega Drive) Kickstarter | Behind the Track with Karl O'Janpa: Clown Powder Den
3 Days to Go!


https://www.youtube.com/watch?v=QggjSOH4pyI



Quote
🚨 Warning: Contains an unhealthy amount of retro audio nerdiness. 🤓

Go behind the track with Mega Cat Studios' Chief Tune Guru, Karl O’Janpa, as he unpacks the making of "Clown Powder Den," one of Lethal Wedding's creepiest tracks. From FM synth wizardry and tracker techniques to clever sound design, this deep dive reveals how every eerie note came together.

Pledge your support on Kickstarter now: https://bit.ly/MCSLWKSSM

Offline billybob884

  • *
  • Posts: 294
  • Total Meseta: 0

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
New demo is available for The Grail Legacy

https://x.com/GuyDeNaville/status/2071522339615912336

https://www.youtube.com/watch?v=Ti_hQOXPXnk



Cool effect. I guess this is what's Doom or Wolfenstein 3D looks like if it's ever released on SMS.

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Sonic R (SEGA Dreamcast) - Dreampi Modem Play

https://www.youtube.com/watch?v=pvPazuWLyHQ

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Lethal Wedding (SEGA Genesis/Mega Drive) Kickstarter | $50K Smashed! Deluxe CD Unlocked, More Gore, and Lead Dev Spotlight!
3 Days to Go!


https://www.youtube.com/watch?v=aeOUoPTcFRY



Quote
Reaching $50k is huge, so we wanted to take a second to highlight the absolute engine driving this project. We sat down with our lead developer and primary programmer, Mikhail Nikishin, to give him some well-deserved credit and chat about how he’s crafting the core gameplay of Lethal Wedding.

For readers who are completely new to Lethal Wedding, how would you describe the core concept and setting of the game in your own words?
Mikhail:
"Hi. I am the programmer of Lethal Wedding, and I am the one who does all the technical stuff for the game.
Most of the time, when people think of retro, they think of platformers or metroidvanias. Lethal Wedding departs a little from this. It is a top-down shooter where you navigate the maze-like levels, shooting endless clowns that appear out of nowhere, trying to make them not to do the same with you. Our goal was to make the concept a blend of seriousness and wackiness. They say that getting attacked by clowns isn’t something you get to experience in everyday life, but sometimes you get lucky."

What was the initial origin of the project, and what tools did you use to build the first prototype? Did you begin development directly on Sega Genesis tools, or did you test the concept in a modern engine first?
Mikhail:
"I never did any prototyping. I started with the SGDK kit on day one. SGDK is an acronym for Sega Genesis Development Kit, and it is exactly what it says on the tin, a C-based toolkit already containing all the basic routines to quickly draw the backgrounds, sprites et cetera. A fantastic tool, if you ask me.
Some people think that retro development is assembler only, but in reality, C is like “we have to build a car, here are the tools for it”, while assembler is like “we have to build a car, but first we need to invent the wheel, the tools, and our hands”. Besides, you can write assembly code in a C project in some critical places, so it is a win-win. Currently though we only have exactly one asm(“nop”) instruction for the entire project, but that’s a possibility!
Prototyping on a modern engine can help, but it can also backfire. The main thing in retro development is adhering to limitations. You always know that there’s a limitation of “one can not rotate the sprite 90°”, but the limitations like “that’s how many cycles you can work with” are way trickier. Modern PCs and even phones are orders of magnitude more powerful in comparison to Sega Genesis. You can easily end up with something that is simply too computationally expensive for the poor old Genny, and the only way would be then to cap FPS to 30 or something along the lines of that. No one will enjoy playing at 30 FPS. So, prototyping is an excellent tool, but you have to be aware of limitations and pitfalls."

Given the nearly ten-year development cycle, how significantly did the game change from day one to the final version? Additionally, how has your personal coding style evolved over that decade? Have you updated your development tools over the decade, or stuck with your original setup?
Mikhail
: "Of course it didn’t take us ten years to work purely on Lethal Wedding. First, we made a game which was fun, but something was amiss. The first iteration looked like the current one, yet the level design was quite bland back then. But it wasn’t only about the level design. That’s the hardest thing to pinpoint: The Feel. It is not quantitive. You can’t measure “The Feel”. It is either "there” or “almost there”, and the latter is not good enough. I’ve had to work on other game prototypes during that time. We needed a fresh look, maybe fresh pairs of eyes, a new perspective. And on the last iteration something finally clicked.
Of course, the big drawback of this approach is the fact that I am essentially working with the legacy code at this point, but that’s how it is. Rewriting the entire game from scratch would have probably taken many more months.
About the development tools: no, they haven’t changed over the years. I still use vim as my go-to coding program. I just keep adding more plugins on ...

Read the full interview here: https://www.kickstarter.com/projects/megacatstudios/lethal-wedding/posts/4732082
Pledge your support on Kickstarter now: https://bit.ly/MCSLWKSSM

Offline Berto

  • *
  • Posts: 51955
  • Total Meseta: 23
Castlevania: Circle of the Moon (SEGA Genesis/Mega Drive) - Updated Jump / Mid-Air Attack Animation + Nathan Die Anim + Game Over Screen

https://www.youtube.com/watch?v=A4MG74l10cM

Demo link : Google Drive