Uploaded November 2021 | Updated September 2026, 2 days ago
I started looking into pseudo 3d (extentofthejam.com/pseudo/) because I wanted to add a few "3D"~Ish levels to the light gun game I'm working on. Sadly, the interrupts don't seem to play well with light-gun input on real hardware. So this probably won't end up in the game. A simpler version might, but not this code.
Anyway, I decided to keep going with the code for the fun of it. It now has 'hills', color cycling, road-side sprites, and rudimentary controls. I've also made new graphics and tweaked the colors a bit.
For anyone interested, the code is available at github: github.com/radioation/MegaDriving
Feel free to use this in your own projects. Be aware, there probably are some bugs and I haven't done much for optimization. I'm happy to look at suggestions for improvements. Especially on the assembly side. I haven't had to write 68000 assembly in decades.
This was built with SGDK 1.65.
Pro Motion NG was used to create the graphics.
I started looking into pseudo 3d (extentofthejam.com/pseudo/) because I wanted to add a few "3D"~Ish levels to the light gun game I'm working on. Sadly, the interrupts don't seem to play well with light-gun input on real hardware. So this probably won't end up in the game. A simpler version might, but not this code.
Anyway, I decided to keep going with the code for the fun of it. It now has 'hills', color cycling, road-side sprites, and rudimentary controls. I've also made new graphics and tweaked the colors a bit.
For anyone interested, the code is available at github: github.com/radioation/MegaDriving
Feel free to use this in your own projects. Be aware, there probably are some bugs and I haven't done much for optimization. I'm happy to look at suggestions for improvements. Especially on the assembly side. I haven't had to write 68000 assembly in decades.
This was built with SGDK 1.65.
Pro Motion NG was used to create the graphics.









