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** Sega Genesis Mega Parodius Update ** Slow but steady progress - the gift that keeps giving in coding workload is nearly done, in a few days Catboss will be done then onto the Penguin Boss ( much easier ) , which means stage 1 is near complete. Pyron... show more
11,807 views • 8 days ago •via X (Twitter)
31 Comments

Most important... NO IA, NO VIBE CODE,... Just pure human talent as should be

Yes my friend, we might struggle .. a lot , and remaining levels wont be done by next weekend .. but .. the care and attention to detail will show through . Quality over Quantity .

@GabrielPyron It's amazing. Full of good energy and talent.

@GabrielPyron Thanks Ray , we have a very positive team , all like minded - aiming for the best result possible !

@GabrielPyron Absolutely spectacular work. I wish I could program like you.

Thankyou :-) I think setting high standards for what you want to achieve and been very stubborn haha , are qualities that will see you get there in time . Theres a lot of just thinking at times , without coding on how to do something. Its frustrating at times when you havnt got the answer so you cant code it. I thought for about 2 weeks on how to do the animating waves for example ( theres a bunch of issues around that ) . All the best with your endeavors !

@GabrielPyron I’m happy every time I see a post from you, because the content is always rich!. I really appreciate the team's drive and dedication! It’s so much more interesting than seeing posts like "I made a game in 2 days using AI" Big hug from Brazil. I’m always rooting for you guys!

This reply lifts my spirits , I wonder if the slow progress makes people uninterested at times ( particularly vs today's AI weekend ports ) , we spend a while not cutting corners however and quality takes time. We also work part time on retro dev as it doesnt pay the bills yet lol. The team is very dedicated to seeing it through. We should pick uo the pace from here and thanks for the support , all the best from New Zealand 🙏

@GabrielPyron A Parodius port on Genesis?? Hell yeah. What a cool thing

@GabrielPyron This looks very impressive 👍

@GabrielPyron Thanks for the kind words , we put a lot of effort into even the minor details as we want a top notch port !

@GabrielPyron 👍

@GabrielPyron The boss-fight pipeline is getting serious: finish one, unlock the next, repeat until the credits roll

@GabrielPyron Yeah the bosses in this stage are literally right next to each other . I think knowing how the catboss worked out will make it easier for the penguin boss . It better lol .

@GabrielPyron Amazing work!!

@GabrielPyron Thankyou :-) , glad to be able to show something rather than watching blue flightless birds not behave properly haha .

@GabrielPyron Amazing! If the foreground and the cat are background layers, the backdrop is drawn with sprites? What black magic is that?

So at the the time the catboss comes on layer b takes over the whole background and forground ( it was just background before ) . Then it uses tile level scrolling so the front tiles like the land scroll faster and background ( clouds and water scroll slower ) also tile rotation tricks are used ( the water near the land is tile rotated by cpu to give the impression of another layer ) . The swaying trees are sprites so it makes the land look like its own layer ( its still layer b ) . Most of the catboss face , the hull and mast and tail and propellor are all layer A tiles ( with animation on parts ). Sprites are used for cannons , lifting penguins , the cats right ears and paws , periscope . This approach minimised the sprites for the catboss whilst letting us overlap palettes , normally 1 palette per tile. This approach minimsed sprites per line , so flicker dropout dot occur .

@GabrielPyron Hello. I'm going on Saturday. I'll be sure to check out your creations! 😁

@GabrielPyron Never attended an event like this so should be a great time . We will have a couple of CRTs setup and Megadrives / controllers , so shoud be fun interactions. Look forward to seeing you there !

@GabrielPyron Will you be in France for the Lyon festival ?

@GabrielPyron Yes i will be , really lookimg forward to it .

@GabrielPyron So much work. 👍

@GabrielPyron Yeah I think konami threw the kitchen sink at the catboss as he has a lot of things going on . Lately things a speeding up as lots of issues have been sorted. Long standing bugs and issues we will face in later levels dealt with also .

@GabrielPyron is the will have a modernised hitbox as the psp version?

@GabrielPyron It could do for some of the harder difficulty levels , or mega modes . I think the stamdard mode we would stick with a close to arcade hit box for accuracy to arcade.

@GabrielPyron Oh, bro, slow and steady! The results keep getting better even if they take longer than my Amazombie order, but I still love the results. You can tell you've been super busy. Mega Parodius keeps getting better and better—I wish I could try a demo already!

Thanks Yael !! We took a slight deviation with the stage 8 boss , then 3d took me a while to figure out in the middle lol . Then I came back rusty with nasty bugs to fix in parodius - never again, on top of it all of it now thankfully. Come to lyon if you can , might even have Penguin boss done by then !!

@GabrielPyron Quem é o SNES na fila do pão????

@GabrielPyron Um grande trabalho como você sempre faz !! Muito obrigado pelo seu comprometimento com o retrogamer, qualidade desse port msm sem o código fonte está incrível !!!!

Thanks for the kind words. This is a conventional coded port so theres a lot of video analysis that goes on , i think any variation will be small and make it its own unique version of the game . Source code would help in some cases but im quite happy just to continue with observation and adjustment to get as close as we can.
