Sega Saturn pickups/repairs

Sega Saturn pickups/repairs

   I'm not dead a hobo yet; just have been really busy with life lately, including having moved out of my parents' house and into my first apartment during July 2017, and being busy with a new job (in the video game development industry, at long last!) back in January 2017. I plan on making more regular blog posts and updating the website with updated portfolio items from the new job soon!

   During October 2017, I found an ad on Craigslist about somebody selling an out-of-order Model 1 Sega Saturn in the Pittsburgh area for $25. I never had a Sega Saturn growing up (heck, I didn't even know it was even a part of the 5th video game generation until a few years ago), and usually wasn't interested in looking to pick one up, since they usually sell for anywhere from $25-$70 depending on the condition. The ad said that the console was working at one time, but now wouldn't read disks.

   After doing some research (via this incredibly useful Youtube video), I found that the common repairs for the CD read issues for Model 1 Saturns were quite simple. Knowing that the fixes can be simple, I decided to reply to the ad. The seller said that the unit wouldn't spin discs at all (let that be CD audio, Saturn, or CD+G discs); nevertheless, I went to see the Saturn unit in person.

   At the seller's residency, I saw that the Saturn could indeed power up, but wouldn't spin any type of applicable discs (however, the unit would display when the CD lid was opened in the BIOS multiplayer). Knowing that the fixes can be easy, I took the risk in purchasing it for repairs. We eventually bargained for $22 for the Saturn and a generic 2 prong power cable.

During this same day, I picked up items to get what I would need to look into repairing the Saturn:
  • Eclipse Pad Saturn controller
  • Retrobit Saturn AV cable
  • Cheap copy of NBA Live '98
  After a lot of troubleshooting (and help from the previously linked Youtube video), the Saturn was quite easy to repair, and works perfectly now.

Turns out the issues were the following:
  • CD laser power potentiometer was out of spec
    • Fixed by adjusting the pot to 0.720 kΩ
    • This allowed the laser to power on and start spinning the CD, but still no reading of discs
  • CD Motor spindle height was out of spec
    • Fixed by adjusting the height of the spindle within tolerance (~1-2mm distance from black plastic guard and spindle)
    • This got audio CDs to play, but not Saturn game CDs
  • Saturn game CD potentiometer's resistance was too low
    • Adjusted resistance of pot until Saturn CDs could be recognized and booted
    • CD drive fully repaired afterwards.
    Not too shabby for a broken Saturn, eh? Around late October, I also picked up a few other things for pretty good prices:
  • Sega Saturn Netlink Modem ($20 on Ebay)
    • With Planetweb browser disc
  • PS/2 Netlink keyboard adapter
    • With Saturn controller extension cable
    • $10 on eBay, but the keyboard adapter got lost in the mail
    • Ended up getting another one (a little more expensive being boxed, but cheapest on eBay at the time)
    It's still possible in 2017 to play Netlink-enabled games online on the real Saturn hardware, via either an old-fashioned 56k dial-up connection (if you still have such connection) or over modern-day ethernet via a VOIP adapter. I really look forward to playing these games online in the near future after acquiring an unlocked Cisco / Linksys SPA1001 FXS VoIP Phone Adapter (maybe for Christmas 😉 ). As for the keyboard adapter, that would be used for chat in Netlink games, and also for tinkering around with a copy of Game Basic for Sega Saturn later on. It's an obscure Japanese Saturn game that has a BASIC interpreter, used for creating Saturns games/software, in order to create some homebrew games in the future 😃.

    Lastly, I recently acquired a Sega Saturn Gamer's Cartridge last week. It's an incredibly amazing, custom Saturn cartridge which can allow the user to play backups on CD-Rs, to play import games, to save BRAM data on an SD card, to migrate BRAM data to/from the internal BRAM/external SD BRAM, to emulate Floppy Disk saves (for the few games that support the Saturn FDD), to run small homebrew applications from SD card, and to do much more! It comes pre-installed with Pseudo Saturn Kai firmware in order to achieve all of these features and more. (I plan on making a separate blog post/video review about this amazing cartridge in early December 2017.)

  Below is a quick video I created discussing the repairs and some of those Saturn pickups. I plan on making more videos like this (but better quality), for reviewing old video game console hardware/repairs, and reviewing some video games in either a future Youtube channel called "Nerdology" or a Twitch channel.

 Overall, picking up that cheap $22 Saturn was worth it, considering how easy it was to repair it. The Saturn was a somewhat obscure Sega console (it didn't do very well at all in the US, but was wildly popular in Japan). Although it could do 3D graphics, it's strengths lie in its 2D graphical abilities, which is where its game library shines. Exploring the Saturn library with this repaired Saturn will be fun.


Sega Game Gear repair

Sega Game Gear repair

    During March 2017, I took a trip to the annual Pittsburgh Retro Gaming convention. It was quite a fun event, with some gaming tournaments and a lot of old video games, consoles, and merch for sale. There were even some local companies there who were showcasing their modern and retro indie video games. (You know I'm all about dat retro homebrew development and game modding!).

I picked up a few great finds there that day, all for <$50:
  • 2 Sega 32x games
    • Virtua Fighter 32x
    • Metal Head
  • 1 Atari 130XE cart game
    • Star Wars, Return of the Jedi: Death Star Battle
  • Issue of Game Players magazine
    • Dec. 1994 IIRC, details the launch of the Sega 32x add-on
  • 1 Tri-wing driver (for repairs/tinkering)
  • Poster for Legend of Zelda: Breath of the Wild (Nintendo Switch) 
  • Out-or-order Sega Game Gear
  • Sonic 2 (Game Gear)

    The most interesting find there that day was the out-of-order Sega Game Gear. I never had plans nor interest in owning a Sega Game Gear. My memories with the Sega Game Gear back in the day were brief and fleeting, especially since I did not own one growing up. During the early to mid-90s, I remember playing the Sonic series of games (specifically Sonic 1 and 2 on the Game Gear) at the house of the lady down the street. She would occasionally babysit me (I was 4-8 years old at the time), and I remember the big Game Gear case that held the games and 2 Game Gear units. My other memory was playing Sonic Spinball on the Game Gear at the dentists' office in between cleanings.

   While browsing the tables at the Expo, I found two Game Gears for sale; one for $8 and another for $4. The former unit was in better, working condition, while the latter unit was marked "$4 / works, needs new caps", lacked battery door covers, had a scratched glass screen, and had minor scuffs on the chassis. Previously, I've heard online about the notoriety of most Game Gears being manufactured with faulty capacitors ("bad caps"), which have a tendency either to stop working or worse, to leak and to corrode the GG's motherboard over several years. When these capacitors stop working, various audio and video issues can occur. The fix for these problems is to replace the capacitors with equivalent, higher quality ones.

  Due to these issues, I didn't really have much of an interest in the Sega Game Gear; however, after seeing this poor, lonely, damaged Game Gear for a very affordable $4, I decided to purchase the unit (and a cheap game to test, Sonic 2 GG) in order to attempt repairing the unit. Unfortunately, the seller did not have any batteries nor have a compatible AC adapter on hand to test the unit, so I figured for the cheap $4, I should just risk it and test it at home. I have soldering equipment and a lot of spare capacitors at home, so I might as well try to fix her.

   Doing some research online, I found the same repair article from years ago where I previously learned about the Game Gear's capacitor problem. After inserting 6 AA batteries and Sonic 2 into the console, upon boot, I discovered the unit suffered the usual symptoms of the bad caps problem; the external speaker not working, very weak audio from the 3.5mm headphone jack, and a very distorted video screen. So I knew at least the unit was still alive (although barely). After opening up the unit, I discovered it to be a single-ASIC VA1 unit.

   With all of this information in mind, I began the caps replacement. Luckily I had all of the capacitors needed for the job, except for x2 0.47 µF capacitors. With all but those 2 caps replaced, the audio was now amplified and working through the 3.5mm headphone jack, and the video signals were better. (The video was still not enough quality video to play a game, however.) Unfortunately, I lifted a trace on the audio PCB for a certain capacitor during the replacement, so the audio through the headphone jack is extra amplified and will begin distorting and making popping sound if the audio volume is set too high; however, it works better than it did before. Upon powering on the unit, I saw a lot of blue and white colors before Sonic 2 would boot up and play audio, so I knew it was a unit with a TMSS BIOS. (Most Game Gear units with a TMSS BIOS will accept Sega Genesis Model 2 AC power supplies for power; 'lo and behold, the tip from my model 2 power brick fits the Game Gear's power jack and will power it up.)

  Fast forward to April 2017, I order a few items for my birthday, including a x10 pack of replacement 0.47 µF capacitors. After replacing these capacitors, the Game Gear's video signal was perfect and back in working order!

Before/During repairs:


  I'm glad I took the risk and purchased and repaired this $4 Game Gear. It now has a second life of playing back awesome, fun games. It's a very cool, technically advanced (for its time) portable console, with a color display and even a backlight. (Although this backlight does eat through a whopping 6 AA batteries in a very short amount of time.) In the future I might be looking into homebrew development for the Game Gear, as well as doing further repairs and refurbishment for this unit, such as replacing the glass screen with a new one, 3D printing some replacement battery covers, and replacing the damaged sound board with a better one.



Colonial Combat: Release (Phases II & III)

Colonial Combat: Release (Phases  II & III)

   In a past post, I detailed out a 3-phase plan for the release of Colonial Combat, a satirical fighting video game about surviving college, graduating, and not flunking out of college as a dead, bankrupt hobo. This project was a senior project for an Integrated Engineering Design class, where I decided to make this video game. It was an unfinished tech demo of a video game from a colleague. Phase I of the release (which occurred on 08/29/16), was the v1.0 release of Colonial Combat, after a year of development. About a month later, a v1.1 bug fix release was also made, in order to prepare the game for SAGE 2016. Phase II was going to be an Android port of the game, while Phase III was going to be a source code release.

   The Android port turned out to be harder than expected to develop, due to issues with controls and random crashing, having to deal with streaming assets to get the FMVs to play correctly, and having to run my builds on the slow Android emulator on my PC. I was also worried that I could get in copyright or legal troubles if (big IF) the game would actually get approved and onto the Google Play store, due to being lazy and using a lot of copyrighted images, sound effects, music, and college branding. The game was meant to be a freeware game, with no plans of commercial release, due to these issues.

  Being tired of working on this game and not wanting to torture myself more with this project, I cancelled the Android port, and have just decided to release the entire source code of the game, which can be found on the project page. Programmers might be able to get a Android port to work with some tweaking. The source code is GPLv3 licensed, and can be used by people to learn how to make a 2D fighting game in Unity3D. There are still a few game breaking bugs, including a race condition that can still happen when entering a match and prevent the players from loading, but otherwise, is good enough for a release. Included in the release is the source code, source assets, source material and mods for creating the 3D Movie Maker files, and even the technical documents and presentation materials from IED class.

    Will there be a future sequel to this game? I don't know. I was thinking about making a Colonial Combat trilogy, with a sequel ("Colonial Combat 2: Junior Year") with more levels and more college misadventures, and a final game, "Colonial Combat 3: Billageddon", detailing the struggles I went through in Senior year, leading to the development of Colonial Combat, and my quest to get hired at a  local video game development studio.

(That glorious moment at the end of the final presentation for IED,
which was my last final exam ever before graduation)


Socket the Hedgeduck: Future Zone/other progress

Socket the Hedgeduck: Future Zone/other progress

    Things got kinda busy and hectic in the final months of 2016, with the Sonic Hacking Contest 2016 event last year, v0.3 demo release of Socket the Hedgeduck, and submitting both Sonic CD Breakout Demo #3 and Colonial Combat to SAGE 2016, and of course, Real Life™. I didn't win any community or judge trophies for the SHC16 (at one point I was in 4th place for music and art IIRC for community votes, but then I dropped below 5th place for them), but it was fun, although many people in the Sonic community thought this year's iteration of the event was quite lackluster in term of quality and fun hacks.

   Due to the busyness, I forgot to blog about post-contest updates on Socket the Hedgeduck! Recently, Future Zone was worked on, and is nearly complete, minus porting over the S3K reverse gravity gimmick. There are a few fun interesting gimmicks in this zone, including a ported over/modified S2 CNZ snail block object, horizontal and vertical crushers, low-gravity magnet blocks, and soon a reverse gravity bridge. A few more quality SMPS covers were created for the bosses (for the extended playlist), the bosses were recreated for Emerald Forest Zone and Treasure Castle Zone, and the Fence Bonus Zone was greatly improved with a proper dual-layer system.


 Overall, progress is continuing on this hack, and it's getting closer to completion. Stay tuned for more updates on Socket the Hedgeduck, and for new stuff coming in 2017!


The Year 2016 in review

The Year 2016 in review

     The year 2016 A.D. was great for EagleSoft Ltd! Let's review the highlights of the year.

     2016 started off with the mess of the end of 2015. During my final college semester in fall 2015, unfortunately, my old laptop and development machine, the venerable HP ProBook 4540s that I purchased in 2012 from part of a one-time scholarship of $1000 for school supplies, died. She served a good 3 years. Although the computer itself died (boot issues), the HDD and RAM sticks were fine. Also during this semester, I started a 2D Unity fighting game called Colonial Combat.

    The year 2016 started out with finally earning and saving enough funds to get my new gaming/development replacement machine, the almighty HP Elitebook, in February 2016. I found this used, but wonderful video gaming/development machine on eBay for an affordable $300, and was able to transfer everything from the old laptop's HDD to the new machine. Among many bells and whistles, this high end mobile workstation laptop has:

  • Windows 7! (Microsoft's last great OS)
  • Autodesk-certified dedicated graphics card (the NVidia Quadro K2000M, great for CAD work and gaming)
  • 16GB of RAM installed
  • A BD-ROM Super Multi optical drive that I installed
  • Backlit keyboard
  • ExpressCard/54 slot
    •  Bought an Analog HP TV Tuner for the slot for video game recordings
  • DisplayPort out
  • HAV feature
  • Stereo mix feature
  • Many other powerful features
   Unfortunately, I got so excited when I opened up the package with my laptop, that I accidentally held the AC power brick by the wrong end, the detachable plug came out, and landed right on my Android device that I use for Android development. The screen cracked, and it is now impossible to see any pixels. I still need to eventually order a new screen and replace it. (Not that I do very much Android development anyways, mostly to test any Android ports of Unity3D games I make.)

Five steps forward and one step back...
(Crack on bottom-right side of Android device)

   During the beginning of 2016, I also began work on a new project, Socket the Hedgeduck, a Sonic 1 mod for the Sega Genesis with levels/assets from a game called Socket/Time Dominator. For my latest birthday, I bought myself a Sega Dreamcast from the local retro video game store and a DC-SD Adapter online. I will be looking into Dreamcast homebrew development and game modding for this awesome, powerful, homebrew-friendly console.

     In August, I finished Colonial Combat. Also during this time, I ordered online a GQ-4X multi-chip programmer and other electronics supplies, to be used for future embedded development and to make repros for any retro video game homebrew titles I publish, and uploaded a demo of Socket the Hedgeduck to the Steam Workshop for the Sonic 1 DLC of the Sega Mega Drive & Genesis Collection. In October, I submitted both Colonial Combat and Sonic CD Breakout #3 to SAGE 2016, both to mixed reviews. Lastly, in November, I submitted Socket the Hedgeduck to the Sonic Hacking Contest 2016 and found myself a NES lot at a local Salvation Army (in very good, working condition). Unfortunately, Socket the Hedgeduck also received mixed reviews, and the contest entries were quite underwhelming this year. I neither earned any community or judge's trophies (but was close for a few), but had fun anyways. I am currently still working on Socket the Hedgeduck, and hope to finish it by mid-2017. As for the NES, I am looking into homebrew and ROM hacking development for the system.


   The TL;DR version summary of 2016:
  • Hardware
    • Got
      • An Elitebook laptop
      • Sega Dreamcast with DC-SD adapter
      • NES
      • GQ-4X Multi-chip programmer
    • Lost
      • Android dev device (needs repaired)
  • Projects
    • Finished Colonial Combat
      • Submitted to SAGE 2016 event
    • Started Socket the Hedgeduck
      • Put mod onto Steam Workshop
      • Submitted to Sonic Hacking Contest 2016
    • Sonic CD Breakout Demo #3
      • Submitted to SAGE 2016 event 

Tentative Plans for 2017

 2017 should be yet another big year for EagleSoft Ltd! I tentatively plan on developing/doing the following

  • Sega Genesis Projects
    • Continue work and (hopefully) finish Socket the Hedgeduck by mid-2017
    • Resume work on, (hopefully) finish, and publish physical and digital releases of Ultra Air Hockey (Sega port) online.
  • Ultra Air Hockey DX
    • Order a one-time purchase for a Steam developer license
    • Work on a v2.0 version, add online multiplayer support through Steam, publish and sell Indie game on Steam.
  • Other things
   Overall, 2016 was quite busy, with the finishing and release of Colonial Combat (my largest, most complex indie video game yet), beginning work on Socket the Hedgeduck, participating in both SAGE 2016 and the SHC16, and obtaining some new hardware. I am looking forward to more video game development fun in 2017!


The Sonic Hacking Contest 2016 is here!

The Sonic Hacking Contest 2016 is here!

   The Sonic Hacking Contest 2016 is starting this week, and will be running from this Monday to this Sunday, November 7-13 2016! What is the Sonic Hacking Contest, you ask? For those who don't know, to summarize the event, it's an annual event where various members from the Sonic the Hedgehog ROM hacking communities submit and showcase their Sonic the Hedgehog video game ROM hacks in order to compete for trophies and for publicity. The normal trophies are decided by and selected by a board of judges, while the community trophies are decided by public vote. Full details about this year's contest on the hacking contest website's about page, and at the Contest's SSRG thread.

   There are a whopping 54 entries this year for the contest! Come join the fun this week at the contest website, where the hacks will be made publicly available for play on Monday, where there will be streams of this year's ROM hacks, and where other various fun activities will take place during the week! I submitted my own v0.3 demo of Socket the Hedgeduck for this year's contest; we'll see how it does.

Let the fun begin!


Socket the Hedgeduck: v0.3/SHC16 release!

Socket the Hedgeduck:
v0.3/SHC16 release!

   After a little more than a month of work, a v0.3 demo build of Socket the Hedgeduck has been released, as both an IPS patch and on the Sega Mega Drive & Genesis Classics Collection on Steam Workshop! You can download the patch or subscribe to the mod page under the "releases" section on the updated project page. Among many other changes, Antiquity Zone and High Speed Zone 5 have been added and a lot of nitpicky polishing and bug fixes were made.

  In related news, over last week and last weekend a lot of legitimate Steam Workshop mods for the SMD&GCC were falsely flagged and taken down, Socket the Hedgeduck was one of them. After submitting a Steam Support ticket explaining the situation, I was luckily able to get the illegitimate ban lifted and reinstate the mod. Socket the Hedgeduck has also been submitted to the Sonic Hacking Contest 2016, which will be taking place on November 7th, where it will be privately and publicly judged to compete for some of the Sonic community's hacking trophies! Come join for the live streams and festivities during that week!

-Tamkis (aka GenesisDoes)

SAGE 2016 is here!

SAGE 2016 (Sonic Amateur Games Expo) is here!

   After being cancelled for 2015, SAGE (the Sonic Amateur Games Expo) has arrived for 2016 at their website! (SAGE 2016 info here). It is an annual, online convention where members of the Sonic fan community showcase their Sonic the Hedgehog and other personal indie video game projects for public exposure.

   EagleSoft Ltd has submitted both Colonial Combat v1.1 and Sonic CD Breakout Demo #3 as booths. There are also a lot of other fun fangames there for download and play (approximately 54 entries this year), and there will be gameplay streams of the event's booths and many other fun activities during the event (Oct 15-22 2016). If you are bored this week, go play some fun Sonic fan and other indie games, or join the streaming and other festivities this week!

-Tamkis (aka GenesisDoes)

Colonial Combat v1.1 Release!

Colonial Combat v1.1 Release!

  Colonial Combat v1.1, the satirical fighting game about surviving at a university, was released this weekend! Version 1.1 is a small bug fix for a few bugs that were discovered after v1.0, and has also been specifically created as a submission to SAGE 2016! The hadouken attack can now be used after one round (the hadouken would previously not respawn after one round, due to a bug), and the Tuition Bill character's stats have been lowered, due to him being too difficult as the first opponent in Story Mode. Furthermore, the user's manual has been improved and elaborated on, and the known bugs documented. You can download the latest build at the project page.

    There are still a few hard-to-fix, big bugs in the game, which will be fixed in the final v1.2 build, probably in October. This v1.2 build will include optimized code, a source code release, and an Android port! Although an Android port was planned for this v1.1 release, after testing the Android specific code I wrote on an Android emulator, nothing worked as intended. The on-screen control pad I created was nonfunctional (probably due to relying on a non Unity3D C# library code), movement with a virtual hardware keyboard was glitchy, and the Android-specific code for fullscreen FMV playback using Android's video player was not working. The unsigned Android build will be delayed until the v1.2 build, and the signed build for Google Play will be delayed later due to the wait it takes for apps to get approved in the Google Play Store.

Stay tuned for that v1.2 source code release, and Android ports!

Socket the Hedgeduck Progress: AZ & HSZ5

Socket the Hedgeduck Progress: AZ & HSZ5

   I recently finished most of the development of High Speed Zone (HSZ) act 5 and acts 1 & 2 of Antiquity Zone (AZ), for Socket the Hedgeduck, a mod ("hack") of Sonic 1 with Socket/Time Dominator levels/assets. A v0.3 demo of the mod will be available as usual as a standalone IPS Patch, as a Steam Workshop item for the Sonic 1 DLC for the Sega MegaDrive & Genesis Classics collection, and also as an entry into the Sonic Hacking Contest 2016 before the contest deadline.

Shown with the development video below are vertical speed booster subtypes for HSZ, a few custom platform subtypes for AZ, a torpedo enemy object for AZ, and other things.

I am looking forward to finishing AZ3, ironing out the bugs, and polishing the hack for a v0.3 demo release (especially for the SHC16) online in October!


SAGE Returns (for real)!

SAGE Returns (for real)!

   As mentioned many months ago in this and that EagleSoft Labs blog post, Demo #3 of Sonic CD Breakout was originally slated to be entered into SAGE 2015 Act 2. SAGE (Sonic Amateur Games Expo) is an annual event hosted by the Sonic Community at Sonic Retro to showcase various community members' Sonic the Hedgehog and non-Sonic the Hedgehog related fan/indie games. Unfortunately, SAGE 2015 act 2, originally slated to be from December 18-24 2015, was postponed to Spring, and then never happened. Fortunately, SAGE is back for 2016, specifically from October 15th through October 22nd, 2016! You can read all about the event's details at Sonic Retro's post

  With the new date/event, Sonic CD Breakout Demo #3 is being resubmitted for the event, and Colonial Combat is being submitted too as booths! These booths should help in bringing in public exposure to EagleSoft Ltd projects (something which, I admit, has always seemed to be lacking here). This is EagleSoft Ltd's first time in participating in some type of Indie game convention (albeit online), and I do plan for more of this type of thing in the future as EagleSoft Ltd grows.

Catch everybody at the event (online) this October! Looking forward to all of the fun fangames that will be there!


Colonial Combat: v1.0 Release (Phase I/III)

Colonial Combat: V1.0 Release (Phase I/III)

 It's taken almost exactly one year of development, but the v1.0 release of Colonial Combat, the satirical, comedic video game about literally fighting the academic system in order to obtain and earn a Bachelor's Degree at a certain institution, is finally here! You can download the release (for Windows 7 machines and newer, both 32-bit and 64-bit OS flavors) at the Colonial Combat project page. It is a self-extracting archive, and includes the 32 and 64-bit executables (and data), a User's Manual, and Credits information. It has been a hard, but challenging and fun experience creating this game, and, IMHO, has been my greatest and largest video game project to date. 

   This blog post is Phase I of III of the release; phase I being releasing the game itself for Windows 7 32 & 64-bits. Phase II, planned to be completed in September 2016, is to add the additional game code to handle an Android Port, to publish the port to EagleSoft Ltd's Google Play account, to fix user-reported bugs/complaints in a v1.1 PC and Android release, and to cleanup/optimize game code. Phase III, planned to be completed hopefully by late September/early October, is to release the source code of the game in its entirety.

Enjoy the awesome video game, and stay tuned to release Phases II & III this September and October!

-Tamkis (celebrating with a diet root beer)

Colonial Combat dev progress: The Finishing Touches

Colonial Combat dev progress: The Finishing Touches

   Colonial Combat, the satirical fighting video game about surviving at a certain college, is currently 98% completed ! Everything is now completed and ready for a v1.0 PC release, except for finalizing the Credits FMV, and cleaning up the source code, assets, and technical documents. You should expect the release to come out this week, with a v1.0 Android port coming shortly after!

Since the previous dev blog post/video, a lot of work has been put into cleaning up some bugs, adding a new unlockable Hobo Mode gameplay type, adding more features and cheats into the unlockable bonus section of the Options menu, and in a creating an  on-screen touch controller for Android.

Various bug fixes/improvements show in the dev video below include:
  • Allowing the player to skip/continue the Credits FMV in the MainMenu and other FMVs from the Options' FMV theater
  • Fixing the randomization button in the Character Select Screen
  • Adding the Hobo character to the CharSel screen
  • Allowing players to no longer get frozen after being knocked down (especially by banana objects in Cafe level)
  • Allowing more responsiveness in aerial attacks, and allowing the attacks to last their entire animation
  • Disabling collision between hobos and collision between hobos/players when hobos are defeated, various stability fixes for both humans, and CPUs/Hobos to prevent actions when they aren't allowed
  • Preventing player from pausing game when round is starting/ending, and when match is ending
  • Allowed music to speed up during the pinch of the match
  • Add Android on-screen controller for future Android port

New features/cheats in the Options' unlockable Bonus section:
  • Populated all data for FMV Theater, and BGM, SFX, and Vox sounds tests
  • Added animation viewer for each character and their actions (with sounds)
  • Finished coding features for Rocketman cheat
  • Added HoboCam cheat (allows zoom extents for camera for hobos in Hobo Mode)

Added Hobo Mode:
  • Functionality the same as Massey Garden level
  • Select your player, an opponent, and 4 hobo players to fight against!
  • Defeating the CPU earns you a point. Defeating other hobos is recommend, but optional

 I am very excited to finish off this game! Stay tuned for the v1.0 PC release of the game this week, and for the coming Android port!


Colonial Combat dev progress: Business Building

Colonial Combat dev progress:
Business Building

  The final level, the Business Building, and its Story Mode FMV for Colonial Combat, the satirical, melodramatic fighting video game about surviving college and not dying as a hobo, has been completed! In the climatic FMV for the Story Mode, the protagonist, Yuu, bets to fight the College President in a match of Colonial Combat. If Yuu wins, the College President will fix his schedule; otherwise, the College President will use his evil black magic to transform Yuu into a member of the College President's undead college student hobo zombie army! This is it, the final showdown, which will determine if Yuu survives college or flunks out as a hobo!

   The level geometry for the Business Building level is similar to that of Massey Garden, with a flat area surrounded by deadly OOB. You must fight your opponent while avoiding the OOB and security drones, which launch lasers towards the players!


  Will all of the levels done, all that is left to complete the game for a final v1.0 release is to fix some bugs and polish some features. Expect a release in the coming week, the week afterwards, or mid-to-late August 2016 at the latest!


Socket the Hedgeduck: v0.2 Release

Socket the Hedgeduck: v0.2 Release
    A ton of work has been done on Socket the Hedgeduck, a Sonic 1 mod for the Sega Genesis using Socket/Time Dominator levels and assets, since its first v0.1 demo build in April. Mostly bug fixes, new levels, and improvements have been made to the mod since then. A new v0.2 demo is now released on both the website and now on Steam, as a Steam Workshop item for the Sega Mega Drive and Genesis Classics collection for the Sonic 1 DLC. You can download the mod either as a patch or for Steam at the links at the project page, and see the changelog there.

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