a crazyperson got the mission editor from Urban Chaos (1999 MuckyFoot game) compiling and running. I miss the days a team of 7 or 8 could write their own game editor and engine and ship the game in a couple of years. youtube.com/watch?v=nQaJbpxj…
Hideki Sato has confirmed to me via email that this is indeed him working at SEGA, at around age 25 (pictured below in this 1979 photograph, featured in a SEGA brochure the following year). He told me the machine to the left is a MDS (an Intel development tool for the 8080 CPU).
1992: A SEGA artist using a SEGA Digitizer System III to work on the background of Bio-Hazard Battle for the SEGA Genesis. In Japan this game is known as Crying: Aseimei Sensou (クライング 亜生命戦争). (Via a 1992 SEGA Company Profile).
Tooldev / NESdev update.
New bitmap importer coming to NEXXT. Essentially the same conversion engine as NESST with a few alterations, and will still require that you feed it fit-for-purpose pixel art, but it’s faster and more flexible to work with.
Need to kill the next 40 minutes before Return to Monkey Island is released? Check out our deep, DEEP dive behind the scenes of the first two games. We dug out and rebuilt deleted scenes with series creator @grumpygamer and exposed all kinds of secrets! gamehistory.org/monkeyisland…
Ever wanted a point of view look at what a Nintendo developer in the 90s would see? Here's some Sony NEWS workstation applications titled "CAD-TOOL" and "3DCAD". These were created by SRD and found within the Gigaleak. Below are some files that were designed within these programs
Here's what 8-bit videogame programming was like in the early/mid 80s - before high level languages such as 'C' were used. It was necessary to write games in assembly language for performance reasons to get the most of out the hardware. CPUs were clocked between 1 and 4MHz then.
This was our equivalent of 'Visual Studio' at Software Creations back in 1989, shown here with NES Solstice source. PC-ED was the IDE we used to develop NES and SNES games. A simple editor/assembler/debugger that deployed the game via parallel link to the target platform hardware