#CommanderX16 #Shinobi #AndyMcCall #RetroGaming #ModernRetro #X16 #Sega #IndieDev
https://theoasisbbs.com/x16-shinobi-demo-shows-andy-mccalls-third-commander-x16-update/?fsp_sid=7728
This weeks work on Shinobi for the CommanderX16!
The music is awesome on the CX16, using the same sound chip helps a lot. A few details like jumping over the barriers correctly took a lot of time.
Next up: saving VRAM.
#CommanderX16 #Shinobi #RetroGaming #GameDev #PixelArt #Sega #retro #8bit

Today is going to be spent authoring collision on the original Shinobi maps using the excellent Tiled from @bjorn .
I might have a pop and completing some of the weird maps left in the ROM too.
Dev Update 2 on my Shinobi: Commander X16 rewrite.
I've moved to arcade fidelity graphics, which look absolutely awsome on the Commander X16!
https://www.youtube.com/watch?v=TntV3rE6Dg4
#RetroGameDev #GameDev #DevLog #Homebrew #IndieGame #C #CommanderX16 #X16 #VERA #Shinobi #SEGA #Arcade #ReverseEngineering #MAME #RetroComputing #8bit

I've been experimenting with C using llvm-mos for the Commander X16 over the last week, and have managed to get a pretty good sprite system up and running using Shinobi sprites ripped from the arcade ROM.
Joe is made up of two sets of sprites, top and bottom.
I don't know if this will turn into something yet, but it's pretty cool to see an 8-bit system do stuff like this.