Software engineer, retro dev lover. Working on a gameboy project and decompilations

Santiago, Chile
Joined May 2022
Now the decomp is compatible with the Seamless HD textures pack. The new version which includes this and Saturn version will be released in the next days.
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With DC and Saturn support, it was needed a costume change menu. Now it will be posible to change a new game outfit of every playable character, also the infinite weapons bonus persist after new games.
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Testing something 🪐
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Almost done porting RE Director's Cut to PC. I have converted the higher quality sounds from PS1 and it solved a bug from the OG PC Port, the Tyrant battle theme looping, in PC the whole BGM restarted completely, now it loops the battle section only just like the PS1 versions do
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Director's Cut on PC working
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native linux port working
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Beause one gift is not enough - Variable width font engine implemented - New filebooks menu like the original - All files, including pictures, added
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a little Christmas gift - Bigger and colorful items detail pictures - New itembox menu like the original one
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Dev update: There is no way to finish a game of this complexity without the right dev tools, and one surprise I had when I disassembled this game was realizing how closely the engine resembles the original game. Here is a comparison of the GBC boundaries with the original
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One change I made to my editor is an RDT importer that lets me import the original game's room boundaries and cameras. That way, the room projections are closer to the original
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Dev diary update. New handgun animation, rooms transitions reimplemented and a debug menu to ease to dev testing. Longer version in my Youtube channel youtube.com/watch?v=CkniziNQ…
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Testing Chris's new metasprites animations and in game pcm sfx playback
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Long time without posting any updates (AIs, RE4R, and Zelda ToTK have kept me busy), but I've picked up the project again, and I've been working on a new metasprite scaling engine.
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The original engine wasn't as efficient and only allowed scaling fixed-size metasprites of 32x48 up to a maximum of 32x96. The new engine allows arbitrary vertical and horizontal scaling, enabling the storage of smaller metasprites, resulting in better storage utilization.
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Additionally, horizontal scaling can now stretch up to a maximum of 48px. (It could only reduce the size up to 6px.)
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New samples sound engine implemented in the game engine #gbdev #ResidentEvil #Biohazard #REBHFun
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