How Master System hardware limitations influenced game design | Space Tonbow
Bofner
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How Master System hardware limitations influenced game design | Space Tonbow
3 149 просмотров · 1 год назад
Bofner
6,23 тыс. подписчиков
3 149 просмотров · 1 год назад
Download Space Tonbow here!
https://bofner.itch.io/space-tonbow
Check out my Patreon for development updates, demo ROMs and more!
Patreon: / bofner
My first video game is an arcade style high score chasing game for th Sega Master System. I learned so much from this project, and this video is just a taste of what I learned and experienced while working on this. I hope to explain the more technical side of programming for old game consoles in some future videos in a way that even those with no technical knowledge will be able to understand, so look forward to those!
Translator's note: Space Tonbow's title uses a a stylized romanization of the Japanese word トンボ or 蜻蛉, meaning dragonfly. Other possible romanizations could be Space Tonbo, Space Tombo or Space Tombow.
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Support my game development by supporting Steelfinger Studios!
https://steelfingerstudios.com/
Itch: https://steelfinger-studios.itch.io/
All of my footage captured on real hardware with official cartridges when possible! Typically a Japanese Super Famicom with JP Super Game Boy and RGB SCART cable and a Sega Mark III with HD Retrovision YPbPr component cables going into an OSSC.
Products and resources that make my videos possible:
Game Boy Pan Docs:
https://gbdev.io/pandocs/
Emulicious for general Game Boy & Sega Master System debugging:
https://emulicious.net/
Aseprite for pixel art and graphics export scripts:
https://aseprite.com/
BGB for Super Game Boy debugging:
https://bgb.bircd.org/
Everdrive flash cart for recording my own demo programs on real hardware:
https://krikzz.com/
Custom Mark III Everdrive case design and tutorial:
• Building a Master EverDrive for the Japane...
#sega #segagenesis #retrogaming #programming #indiegame