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NXEngine v2018.05.20 (Nintendo Switch misc)

NXEngine has been ported to Nintendo Switch by carstene1ns and is a reimplementation of the original Cave Story / Doukutsu Monogatari game engine, using its data files. The game itself is a pretty famous side-scrolling platformer from 2004. This release has nothing to do with Cave Story+ (published by Nicalis and being an actual, official Switch game). Thanks to Nintendomax … Read more

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Video: NES Programming #32 – The colors! The colors! (NES misc)

Michael Chiaramonte shows us more NES Programming. Quote: In this episode I got palette data exporting more or less how I wanted and was able to load meta-tile palettes manually into the PPU to see what they looked like on the emulator. I found that we’ve run into a problem because the screen is only 30 tiles high as opposed … Read more

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SecondBASIC v2018.05.06 (WIP) (Sega 32x misc)

SecondBASIC is Windows based BASIC compiler targeted for the Sega Genesis/Mega Drive. Based off of the BEX library created by Joseph Norman, SecondBASIC brings a familiarity to those who are familiar with BEX while adding some additional commands and built in tools to help aid in the development of your projects. Soon with Sega 32x support!

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Spout v1.2 (Android Game Port)

Spout is a small, abstract shooting game from Japanese developer kuni. EXL‘s port of Spout for Android uses rendering the video context of the game to textures, which are displayed using OpenGL ES. There are added touch control and some game engine improvements.

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AstroSmash v1.2 (Android Game Port)

EXL ported AstroSmash from Java ME (J2ME) MIDlet to Android using SurfaceView Canvas drawing. He added touch controls and game engine improvements. A JAVA decompiler has been used to understand the game logic and guarantee original game behavior.

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Video: NES Programming #31 – Properly loading metatiles from the map (NES misc)

Michael Chiaramonte shows us more NES Programming. Quote: In this stream, I worked on getting the map scrolling in the asset tool and then loading the metatiles from the map JSON metadata, instead of hard-coding the loading of PNGs at the start of the asset tool. This has put us in a good spot for Tuesday of next week when … Read more

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