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The Official NEO-GEO Thread!


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  1. ? LAST CHANCE QUALIFIER (LCQ)! ? For those who have not qualified for #KOF98 or #KOFXIV in the #NGWT2 Global Finals, here's your chance! Held on July 11th, 2019 at the @brookgamingfans HQ in Taipei. Good luck to all fighters! ?Register now!? http://challonge.com/events/ngwt2lcq

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  1. 【WEB番組】「サムスピ道場」三本目!ご視聴ありがとうございました! こちらのアーカイブでもご視聴いただけます。 https://youtu.be/AHbK81Jxbbo  「呉瑞香」「橘右京」レビュー https://youtu.be/AHbK81Jxbbo?t=156  エキシビションマッチ https://youtu.be/AHbK81Jxbbo?t=1333  #SNK #サムスピ #サムライスピリッツ

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  1. ACA NEOGEO CROSSED SWORDS is now available on Windows 10 PC ! It's an action game released by SNK in 1991. In order to defeat the demon Nausizz, use Weapon Attacks, Magic Attacks, and your Defend ability as you make your way through seven intense stages. https://www.microsoft.com/en-us/p/aca-neogeo-crossed-swords-for-windows/9mtwhck4q504 pic.twitter.com/bsyMZvw6Hi

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Back with HappyConsoleGamer. Here's we see Johny talking about his top 10 Neo-Geo games of all time. Nice selection for sure. ?

 

From the description,

"Top 10 Neo Geo Games! The Neo Geo (Japanese: ネオジオ Hepburn: Neojio), stylised as NEO・GEO, also written as NEOGEO, is a cartridge-based arcade system board and fourth-generation home video game console released on April 26, 1990, by Japanese game company SNK Corporation. It was the first system in SNK's Neo Geo family. The Neo Geo was marketed as 24-bit; its CPU is technically a 16/32-bit 68000-based system with an 8/16-bit Z80 coprocessor, while its GPU chipset has a 24-bit graphics data bus."

 

 

 

 

Anthony...

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Just a heads up guys.  TerraOnion just dropped a serious bombshell YouTube video announcing that the NeoSD Pro is now compatible with Neo Geo Cd roms!  Samurai Shodown RPG and other exclusive cd titles now playable on your aes using the flash cart.  Wow!  Oh and they also announced a segaCD FPGA flash cart.  These guys are awesome.  

Edited by Mike7599
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Just now, Mike7599 said:

Just a heads up guys.  TerraOnion just dropped a serious bombshell YouTube video announcing that the NeoSD Pro is now compatible with Neo Geo Cd roms!  Samurai Shodown RPG and other exclusive games cd titles now playable on your aes using the flash cart.  Wow!  Oh and they also announced a segaCD FPGA flash cart.  These guys are awesome.  

Hey Mike,

 

I just saw it right now. Thank you for stopping by to share it and looking out for us bro. ?

 

Anthony...

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  1. 【キャスト直筆サイン色紙プレゼントCP】 #近藤隆 さん、 #深町寿成 さん、 #沢城千春 さんの 直筆サイン色紙を各3名様にプレゼント? このツイートをRT&本公式アカウントをフォローするだけで応募完了! 詳細はこちら→https://kofg.net/20190614-info-rtcampaign03/  応募期間は6/21(金)23:59まで #KOF乙女 #KOFGpic.twitter.com/rXfhS5G5Zf

     
     
    Translated from Japanese by Microsoft

     

    [Cast Autograph paper Giveaway CP] Mr. #近藤隆 #深町寿成 #沢城千春 Autograph cards are presented ? to three people each. Just follow this tweet to RT & this official account and you're done! → https://kofg.net/20190614-info-rtcampaign03/  Learn More Application period: 6/21 (Fri.) 23:59 #KOF乙女 #KOFG

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  1. 【キャスト直筆サイン色紙プレゼントCP】 #子安武人 さん、 #大河元気 さんの 直筆サイン色紙を各3名様にプレゼント? このツイートをRT&本公式アカウントをフォローするだけで応募完了! 詳細はこちら→https://kofg.net/20190614-info-rtcampaign02/  応募期間は6/18(火)23:59まで #KOF乙女 #KOFGpic.twitter.com/2vDpErq85G

     
     
    Translated from Japanese by Microsoft

     

    [Cast Autograph paper Giveaway CP] #子安武人 Mr. #大河元気 Autograph cards are presented ? to three people each. Just follow this tweet to RT & this official account and you're done! → https://kofg.net/20190614-info-rtcampaign02/  Learn More Application period: 6/18 (Tue) 23:59 #KOF乙女 #KOFG

     

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  1. 【6/19まで開催中】本日6日目です。世界展ではTRIGUNや血界戦線の展示の他、サムライスピリッツ、GUNGRAVE やデビュー作の展示もございます! 本日の日替わりご来場者プレゼントのイラストカードの絵柄は血界戦線です!皆さまのご来場をお待ちしております! #内藤泰弘の世界展pic.twitter.com/2QZF4DdMei

     
     
    Translated from Japanese by Microsoft

     

    [6/19] Today is the sixth day. In addition to the exhibition of TRIGUN and blood blockade front, there is also a display of samurai spirits, GUNGRAVE and debut work in the World exhibition! The pattern of the illustration card of today's daily visitor presents is blood blockade battlefront! We look forward to seeing you all! #内藤泰弘の世界展

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  1. 『SAMURAI SPIRITS PS4 LIMITED PACK』のサンプルが到着いたしました!復刻版パッケージが激アツです(´∀`) 黒子のステッカーも追加でセットに付属することになりました!お楽しみに♪ 緩衝材のウレタンも黒子型でかわいいですね! ゲットしたい方はぜひご予約ください! https://buff.ly/2sW3qZl pic.twitter.com/LbdkUZrs6l

     
     
    Translated from Japanese by Microsoft

     

    Sample of ' SAMURAI SPIRITS PS4 LIMITED PACK ' has arrived! The reprint package is super-warm (∀' ') The sticker of Kuroko is now to be included with the set in addition! Have fun ♪ The urethane of the cushioning material is also cute in Kuroko type! If you want to get it, please make a reservation! https://buff.ly/2sW3qZl

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  1. Feature: Xeno Crisis Is Smash TV Meets Aliens, And It's Looking Incredible http://bit.ly/2XQZG9z  #Repost #NintendoSwitch #UpcomingReleases #XenoCrisis #Features #MegaDrive

     

    vGf_JIsh_bigger.jpgBitmap Bureau Ltd. @BitmapBureau 8h8 hours ago

    Bitmap Bureau Ltd. Retweeted Nintendo Life

    Here's an interview we did for @nintendolife with @DamienMcFerran asking the questions, who actually used to write for the legendary NTSC-UK site - anyone remember that? :)

     

    Feature: Xeno Crisis Is Smash TV Meets Aliens, And It's Looking Incredible

    It's coming to Mega Drive, NEO GEO and... Switch?!

    http://www.nintendolife.com/news/2019/06/feature_xeno_crisis_is_smash_tv_meets_aliens_and_its_looking_incredible

    •  
    Mega Drive Cover HRF01 Preview

    It's hard to make games. When you have absolutely no idea how to actually make a game, that might seem like a naive understatement, but we imagine it's true. Games today are massive, epic ventures; collaborations between hundreds, if not thousands of talented individuals all striving toward a common goal. But what about making a game for a platform that's 30 years old? Would that be easier thanks to more basic technology, or harder because the tools you need are less sophisticated, and you're constantly running into limitations and roadblocks?

    Bitmap Bureau is finding this out right now. This tiny UK studio is creating a new game for the 16-bit Sega Mega Drive / Genesis, but it is also porting the game to the NEO-GEO and to modern-day consoles, including the Switch. Talk about biting off more than you can chew. We sat down with Mike Tucker to discuss Xeno Crisis, creating 'new' old games, and much more besides.


    Nintendo Life: Can you give us some background on your team? How many people are involved, and what projects have you worked on previously?

    Mike Tucker: The Xeno Crisis team is spread mostly over Europe, with Matt and myself in Southampton in the UK handling the design, programming and production, Henk Nieborg producing the art in Holland, Savaged Regime creating the music and sounds in Sweden, and Catherine Menabde producing additional art from Slovenia. We also had our friends George Exley (UK) and Kristen McGuire (US) handling the voiceovers for us.

    Henk is the most revered of all of us with a long history in the games industry going back to the Amiga days in the ‘90s when he worked on Lionheart, The Misadventures of Flink (Mega Drive) and The Adventures of Lomax (PS1). He also worked on Harry Potter and the Chamber of Secrets (GBA), Contra 4 (DS), Shantae 2: Risky's Revenge (DSiWare) and Shakedown: Hawaii. He’s recognised as one of the finest pixel artists on the planet and he’s able to work miracles with just a few pixels and colours; all of the in-game art – sprites and backgrounds – is Henk’s work.

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    Next up is Daniel Bärlin (Savaged Regime), who has spent the last decade or more mastering the Mega Drive’s YM2612 sound chip and refining his own style. I don’t believe Daniel had worked on any other commercially-released title before Xeno Crisis (although I believe he worked on Streets Of Rage Remake), so we were very pleased to have him agree to work with us.

    We also have the excellent Catherine Menabde working on cutscenes, interstitials, and key art – she studied animation at the Gerasimov Institute of Cinematography in Moscow before doing some work as a storyboard and background artist in animation, and then spending a year as a comic colourist.

    As for myself and Matt, we actually worked together at a mobile game development studio called IOMO back in the early 2000s. There we developed some of the earliest mobile phone games and had considerable success, but we both went down different avenues when the studio eventually closed in 2008 – I started an indie studio called “Megadev” which concentrated on developing quality Flash titles, culminating in creating Adult Swim’s first Steam game, Super House Of Dead Ninjas, which was a big hit for them. Matt, on the other hand, formed a studio called Metismo which specialised in cross-platform mobile technology, and it’s thanks to his technical expertise that we’re able to bring Xeno Crisis to so many platforms.

    What attracted you to working on vintage hardware, as opposed to simply producing Xeno Crisis for a modern platform in a retro style?

    We’ve all long been fans of the Mega Drive, with myself having imported a Japanese Mega Drive back in ‘89 to play the likes of Thunder Force 2, Super Shinobi, Ghouls n’ Ghosts, Tatsujin and so on, and Matt having a keen interest in not only writing software for older tech, but also electronics. Henk is also a big Mega Drive fan, and Savaged Regime, the game’s musician, is probably the greatest exponent on the Mega Drive’s audio hardware around, so we were all very excited at the opportunity of making a new game for the machine.

    Also, consoles from the 8 / 16 / 32-bit era each had their own characteristics and personality, with the Mega Drive being particularly distinctive because of its colour palette and FM synthesis – we took this into account before we even started developing Xeno Crisis, as we were keen to make a game that really took advantage of the Mega Drive’s traits. Some six years ago I made a Steam game with something of a Mega Drive aesthetic called Super House Of Dead Ninjas.

    That was a lot of fun to make and it sold very well, but after myself and Matt teamed up, Matt was itching to make a game for the Mega Drive as he loves a technical challenge, and since I was a huge Mega Drive fan and had been making games in a ‘retro’ style, it made sense for us to give it a go.

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    What has it been like using SGDK to create a game for the Mega Drive?

    Xeno Crisis wouldn’t have happened if it wasn’t for the SGDK. It’s given us a really solid base to focus our game creation from. We’ve had to create a few custom tools for some aspects like the procedural level generation but the core of SGDK has worked great. Stephane Dallongeville, the creator of SGDK needs a tremendous amount of thanks – he recently joined Patreon and the more support he gets the easier it will be for Mega Drive game developers to create new games.

    What games inspired Xeno Crisis in terms of gameplay and tone?

    I think anyone who’s familiar with '80s and '90s gaming will notice that Xeno Crisis is heavily inspired by Smash TV from the legendary Eugene Jarvis, which was, of course, a sequel of sorts to Robotron, which itself took inspiration from Berzerk by Stern Electronics. On top of this the gameplay and visuals also owe a lot to the likes of Outzone (Toaplan), Mercs (Capcom), The Chaos Engine (Bitmap Bros), Alien Syndrome (Sega), Skeleton Krew (Core), Alien Breed (Team 17), Doom (Id Software), Granada (Renovation), and of course many of the Contra games!

    What kind of issues did you find working against the limitations of the Mega Drive hardware, which, lest we forget, is now 30 years old?

    Most issues are ones that are well known: limited VRAM, RAM, DMA bandwidth, CPU, ROM size and so on. With modern hardware, you rarely have to concern yourself with those types of limits unless you’re working on a cutting edge AAA 3D title. For Xeno Crisis, however, we had to be very precise, so we’ve got a lot of spreadsheets! We had to pre-calculate and plan nearly all aspects and sections of the game to ensure we could squeeze it all in. It’s a constant juggle of those factors and they’re all interlinked. The hardest day to day issue is the limited hardware debugging options. Fortunately, emulators are getting very accurate, so the likes of Blastem have been invaluable through development for quick iterations and testing.

    Xc Md Group Shot

    The game was expected to be finished last year – what happened?

    Two things. Firstly, we added so much more to the game that it naturally increased the development time. Secondly, the biggest cause of the delay has been Matt’s injury last summer. Matt hit his head suffering a severe concussion at the end of June last year, leaving him struggling to talk and walk. The initial diagnosis was that it should clear within three months but a year later he’s still relapsing – fortunately much less frequently. It’s just one of those things we couldn’t plan for, but we’ve worked through it and we’re excited to be so close to release. We’re also so grateful for the amazing Kickstarter community and fans of Xeno Crisis for bearing with us and for their kind comments of support.

    You smashed your Kickstarter goal pretty comprehensively. How has that cash helped you realise your ambitions, and has it been enough to get the game fully created? Have you had to seek funding from elsewhere?

    The Kickstarter was amazing and we were blown away by how much the community responded to Xeno Crisis. The result was that we’ve been able to add more content and at an even higher quality to all aspects of the game. Shortly after Matt’s injury last year when it was apparent we would face some delays we secured funding to complete Xeno Crisis, which has been great as it’s allowed us to focus on creating the game and adding all of the extra content.

    You're also releasing the game on the equally old NEO-GEO. How are you using the additional processing power that machine affords?

    The NEO GEO, as well as having a faster processor, allows us to use more sprites and doesn’t have the VRAM limitations of the Mega Drive, which gives us scope to add in a lot of the little flourishes which we were able to add to the modern version, like bullet casings flying around when you shoot. It also has some neat tricks like scaling and we can also use all of the art assets and frames which couldn’t quite fit on the Mega Drive. It also allows us to refine Xeno Crisis into a true arcade game experience, which we believe suits it well and it’s how we designed the game from the start.

    Xc Switch Shima 1

    How easy has it been to port the code to modern systems, like the Nintendo Switch, and will you be including any new features or modes which take advantage of the Switch's unique features?

    We actually have two separate code bases: the modern one and the retro one. We had to develop a strict set of limitations to ensure that the core of the modern version didn’t exceed what would be viable in the Mega Drive version. This then allowed us to very rapidly prototype and develop the game on the modern codebase, then bring those features and functionality over to the retro codebase when more stable and complete. We’ve actually tried to keep the experience on modern systems as close to the Mega Drive as possible for a true retro feel, but we have layered in more modern day features like Achievements just to polish the experience on modern systems. The Switch display really shines with Henk’s amazing pixel art and Xeno Crisis is great fun to play on the go if you’re not lucky enough to own a Nomad!

    What's next for you guys after Xeno Crisis is complete?

    We will definitely be developing more titles for retro hardware such as the Mega Drive and NEO GEO, whilst also continuing to bring them to modern platforms including the Switch, and we currently have several ideas that we’re considering. As soon as we have Xeno Crisis wrapped up we’ll probably be making an announcement - people can follow us on Twitter or Facebook to keep informed.

    Anthony...

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  1. 【KOFAS父親人気投票 結果発表!】 たくさんのご参加ありがとうございました! 最終結果発表いたします? 父親人気ファイター第1位は… \✨ハイデルン✨/ 皆さんの応援のおかげで見事1位となりました! 当選された方には順次報酬をプレゼントいたします! #KOFAS #KOF #KOFAS父の日記念 #人気投票pic.twitter.com/Y5j0LYAg3l

     
     
    Translated from Japanese by Microsoft

     

    [KOFAS father Popular poll results announced! 】 Thank you very much for your participation! We will announce the final result. ? Father popular fighter first place... \ Heiden / Thanks to your support, I got the first place! If you are elected, we will give you a reward sequentially! #KOFAS #KOF #KOFAS父の日記念 #人気投票

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  1. 【オロチ四天王ガチボコフェスガチャ開催のお知らせ】 ★5 ’97 乾いた大地の社/’97 炎のさだめのクリス/ ’97 荒れ狂う稲光のシェルミー/’96 ゲーニッツと SPカードの出現率がUPしたガチャを開催! 開催期間:6/14 10:00~6/27 9:59 詳細▼ https://kofallstar.netmarble.jp/notice/view.aspx?idx=8643&p=1  #KOFAS #KOF #ガチボコフェスpic.twitter.com/yNkI6fZvPg

    Translate Tweet
     
    Translated from Japanese by Microsoft

     

    [Notice of Ochichi four-Gachi Bokofesugacha] ★ 5 ' 97 dry land SHA/' 97 The destiny of the Flames/Chris ' 97 raging inlight Shellme/' 96 with Gaitz The gacha that the advent rate of SP card is UP is held! Event period :6/14 10:00 ~ 6/27 9:59 Learn More ▼ https://kofallstar.netmarble.jp/notice/view.aspx?idx=8643&p=1  #KOFAS #KOF #ガチボコフェス

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  1. 【復刻イベント開催!】 本日より[ドタバタ!ハロウィンパーティー!]、 [不気味なハロウィンビート!]イベントを復刻開催? ★5のハロウィンパーティー・社をGETしよう✨ 開催期間:6/11 メンテナンス終了後~6/27 9:59 詳細▼ https://kofallstar.netmarble.jp/notice/view.aspx?idx=8608&p=1  #KOFAS #KOF #ハロウィンパーティー・社pic.twitter.com/45sfs4r4SJ

     
    Translated from Japanese by Microsoft

     

    【 Reprint Event held! 】 From today [Slapstick! Halloween Party! ]、 [Creepy Halloween beats!] Event held ? reprint ★ Let 's get five Halloween party companies Period :6/11 after maintenance ~ 6/27 9:59 Learn More ▼ https://kofallstar.netmarble.jp/notice/view.aspx?idx=8608&p=1  #KOFAS #KOF #ハロウィンパーティー・社

     

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7 hours ago, Mike7599 said:

Hey guys quick video trying out Samurai Shodown RPG running on the NeoSD Pro flash cart for the AES.  Enjoy.

 

Hey Mike,

 

Excellent video as always and great that the Neo SD Pro can now play NGCD game. This really is fantastic and glad it can do so. Always a pleasure to have you on with us bro. 8^)

 

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