Retro developer and old game enthusiast.

Brazil
Mauro Xavier retweeted
My #NeoGeo port of Cho Ren Sha 68k. Recorded from my MVS board. Goes through power up, eye catcher, title screen and gameplay. I've massively optimized the x68000 original to run fantastically on the Neo Geo.
32
81
353
15,652
I didn’t expect so many views and interactions on a simple post about an Alone in the Dark port for the Mega Drive, a project created almost entirely using AI. I now understand why so many people develop AI-assisted ports just to generate hype; unfortunately, many of them (though not all) end up leaving the project riddled with bugs or releasing it without proper testing, simply because the hype has already died down. What I can guarantee is that whenever I’m involved in a project, regardless of whether AI is used, my goal is to provide the best possible experience for the community. I will do everything in my power not to disappoint the fans of this game, as I am one of them myself.
24
14
169
3,193
Mauro Xavier retweeted
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
974
1,644
18,767
1,590,876
Check it out a preview of my port of RAMBO III from the Arcade Board Taito System B for the SEGA 32X -The whole soundtrack is a faithful YM2612+DAC conversion from the YM2610B arrange. Still need some work... piped.video/zGsa5ohzCEk?si=ry8M…
17
39
162
7,736
What happens when I combine everything I know about programming and the Mega Drive, a LOT of patience digging into technical challenges, some vibe coding, and cutting-edge AI? What seemingly impossible game could we port to a stock Mega Drive without enhancement chips? The graphics and performance still need work, but I've already managed to play through the entire game from start to finish without a single crash! Can you guess the game from these screenshots?
63
64
443
11,949
Mega Commando - 0.82b Here is the list of changes: - Voices: radio voice messages at the key moments of the game (helicopter landing and leaving, arrival at each enemy base, intermissions, start of a stage, deaths, getting back into the action, and game over), turned ON / OFF by the new VOICES option (default OFF) and also playable in the SFX TEST - Options menu split into GAME SETTINGS, SOUND SETTINGS and CONTROLLER SETTINGS, with the menu name shown at the top of the screen - New CONTROLLER SETTINGS menu: * Button configuration of every action for 1P and 2P side by side, separate for the ARCADE and MD control types, with X, Y, Z and MODE on 6-button pads and NO JOY for an empty port * AUTO FIRE: holding the FIRE button keeps firing * FAST TURN: the player turns at once to any of the eight directions (replaces the old MD FAST TURN control type) * STRAFE TYPE: OFF, ONE BUTTON, AT FIRE (the FIRE button held locks the aiming direction, with AUTO FIRE ON) and 4 BUTTON (FIRE UP / DOWN / RIGHT / LEFT buttons on 6-button pads) - All the options are saved to SRAM (SAVE OPTIONS ON SRAM) and loaded at power-on; SET OPTIONS TO DEFAULT brings them back to the defaults - Without SRAM, NO SRAM DETECTED is shown, and the SRAM options are greyed out - PAUSE: START during the game pauses the game and the music - C64 / ZX music: the HI SCORE tune plays from the start of the name entry mxretrodev.itch.io/mega-comm…
1
21
113
2,003
Mega Commando 0.81b – Download now for free! #SGDK #SEGAGenesis #MegaDrive mxretrodev.itch.io/mega-comm…
12
56
225
6,734
Mauro Xavier retweeted
Lula regulamentou hoje o meu projeto do Marco Legal dos Games, focado no fomento à indústria que já gera mais receita que a música e o cinema juntos! Eu aprovei esse projeto em abril de 2024 e Lula só o está regulamentando agora, em período eleitoral, por um motivo: ganhar seu voto. Nunca se esqueça que Lula disse que games só ensinam crianças a matar; taxou compras online, impedindo você de comprar um computador gamer por um preço acessível; proibiu as lives do Discord, a maior plataforma de comunicação usada atualmente por quem joga; e a sua ministra, Ana Moser, também tirou os e-sports da lista de esportes dizendo que "não haverá investimento do Ministério do Esporte nos esports"! Eles não estão nem aí para nós, esse truque barato não vai funcionar! #gamerscontralula
1,007
7,327
43,548
1,203,114
Mega Commando 0.8b - First gameplay video: piped.video/ICQbNyZURcQ I played a two-player game with my son, who had never played Commando before. Even with the improved controls in MD mode, he still struggled a lot and died faster than I did—though, mind you, I’m not exactly good at this game either. The first part showcases gameplay using the MD control and death modes (explained below). The second part features the C64 music mode, while in the final part, I use a cheat code to enable invincibility starting from Stage 4, allowing me to showcase the rest of the game. Over 70% of the code was written entirely by hand, with Claude Opus 5.5 AI assistance introduced later to speed up the final stages of development, improve performance, and fix bugs. No reverse engineering was involved, and the game is not intended to be an exact port of the arcade original. As a result, the gameplay and item placements are not identical to the original game. GAME OPTIONS - Difficulty: Easy / Normal / Arcade - Music Type: Arcade / C64 / C64 Non-Stop SFX Type: - Arcade: Original arcade-style sound effects. - MD: More realistic sound effects. Death Mode: - Arcade: Traditional arcade-style respawning. - MD: Respawn right where you died. Control Type: - Arcade: Classic arcade-style controls. - MD: Grenades are thrown in the direction the player is facing, and holding the B button locks the player's aiming direction. The high score table is saved to SRAM and can be reset from the Options menu. RELEASE INFORMATION Mega Commando will be available soon with early access for Patreon supporters, followed by a free public release on itch.io just a few days later. #SGDK #MegaDrive #SEGAGenesis
3
31
125
4,567