Project Information
AVERAGE PLAYTIME : 15 - 40 minutes (depending on how fast you can read)
(if you've streamed this during normal SAGE, try to speedrun the demo!)
(requirement : SEGA Genesis / SEGA Mega Drive Emulator such as BlastEM, KEGA Fusion or a core on Retroarch)
↓Download Latest ROM↓
SEGA Mega Drive & Genesis Classics version→
Toyhou.se folder
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Media
♪ ♫ Soundtrack ♫ ♪
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Updates
XMAS SAGE [FINAL DEMO] 2023-12-07
- Added Catstle interior (very WIP)
- Changed all instances of "Castle" to "Catstle"
- Fixed bug where all objects would load at once for a frame after a battle finishes.
- Redone HUD visually, also making it more clear B/C do the same thing mostly.
- Engine changes that make it possible to expand the game further (game may load slower between battle transitions because of this).
- Made slopes more consistent by removing size changes when jumping (also affects hitboxes in battle).
- Fixed issue where certain signs could softlock the player when walked into a certain way. (this bug was introduced in the NCFC version x.x).
- Fixed 1 frame lag when jumping (rare vanilla game bugfix)
- Fixed 1px of text getting cut off at the top row on Hardware / BlastEM
- Fixed glitchy behaviour in the battle menu on Hardware / BlastEM
- Beans can now be consumed when at 0 HP since you're under pressure and need a Stress Snack
- Overworld encounters are now fancy lookin'
- Adjusted Tilemap on the overworld for consistent layering
- Changed "KEGA Fusion" detection text to use past tense to be less confusing
- Fixed issue where the top boundary was still solid, making the secret honker fight needlessly harder
- Fixed sound priority being incorrect this whole time.
- Added more sounds to the menus
- Added more consequences to your actions in battles.
- Flowers now dance to the beat of other instruments of the music (they've also been optimized to be less laggy).
- Background element in coourtyard now scrolls vertically.
- Fixed potential Cutscene / encounter clash (had a cutscene play just after being caught, made things really... interesting...).
- Fixed crash when mashing A after escaping from Tinara.
- Added Catstle interior (very WIP)
- Changed all instances of "Castle" to "Catstle"
- Fixed bug where all objects would load at once for a frame after a battle finishes.
- Redone HUD visually, also making it more clear B/C do the same thing mostly.
- Engine changes that make it possible to expand the game further (game may load slower between battle transitions because of this).
- Made slopes more consistent by removing size changes when jumping (also affects hitboxes in battle).
- Fixed issue where certain signs could softlock the player when walked into a certain way. (this bug was introduced in the NCFC version x.x).
- Fixed 1 frame lag when jumping (rare vanilla game bugfix)
- Fixed 1px of text getting cut off at the top row on Hardware / BlastEM
- Fixed glitchy behaviour in the battle menu on Hardware / BlastEM
- Beans can now be consumed when at 0 HP since you're under pressure and need a Stress Snack
- Overworld encounters are now fancy lookin'
- Adjusted Tilemap on the overworld for consistent layering
- Changed "KEGA Fusion" detection text to use past tense to be less confusing
- Fixed issue where the top boundary was still solid, making the secret honker fight needlessly harder
- Fixed sound priority being incorrect this whole time.
- Added more sounds to the menus
- Added more consequences to your actions in battles.
- Flowers now dance to the beat of other instruments of the music (they've also been optimized to be less laggy).
- Background element in coourtyard now scrolls vertically.
- Fixed potential Cutscene / encounter clash (had a cutscene play just after being caught, made things really... interesting...).
- Fixed crash when mashing A after escaping from Tinara.
Credits
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I don't feel like writing "VAdaPEGA" 20 times so pretend it's there for all categories.
Writing and Proofreading
Fawkes the Fox
Ultymoo
Design help and Ideas
Fawkes the Fox
Pics'n'Pixels
Staticj3ff
TheGamedawg
Ultymoo
Music
Daniel Rotwind
Title Logo Art
Saneko
Misc. Art Assets
Pics'n'Pixels
Saneko
Sharb
Character Art
Pics'n'Pixels
SquishiSprite
Special Thanks
Binbowie (Debug font)
Devon (emudetect)
Dragon Wolf Leo (misc. tools)
Keir Fraser (inflate.asm, yes, this hack uses zip compression)
snkenjoi (Flex 2)
MainMemory (Many Toolsand how to use em)
Undertale / Deltarune (if you can't tell what this is inspired by, you must be living in quite a deep rock)
Valleybell (mid2smps)
VHSSGD (unintentionally kickstarted this idea)
Vladikcomper (MegaPCM)
Windows XP's MSPaint (not a person, literally my art tool of choice)
Xenowhirl (SonMapEDbecause Flex 2 can be quirky and isn't very MSPaint friendly)
You, for reading the Credits!
_______________________________________________________________________________________________________________________
Cameos (have you found them all?)
Fawkes the Fox
MalamiteLTD
Saneko*
*provided own sprite
I don't feel like writing "VAdaPEGA" 20 times so pretend it's there for all categories.
Writing and Proofreading
Fawkes the Fox
Ultymoo
Design help and Ideas
Fawkes the Fox
Pics'n'Pixels
Staticj3ff
TheGamedawg
Ultymoo
Music
Daniel Rotwind
Title Logo Art
Saneko
Misc. Art Assets
Pics'n'Pixels
Saneko
Sharb
Character Art
Pics'n'Pixels
SquishiSprite
Special Thanks
Binbowie (Debug font)
Devon (emudetect)
Dragon Wolf Leo (misc. tools)
Keir Fraser (inflate.asm, yes, this hack uses zip compression)
snkenjoi (Flex 2)
MainMemory (Many Tools
Undertale / Deltarune (if you can't tell what this is inspired by, you must be living in quite a deep rock)
Valleybell (mid2smps)
VHSSGD (unintentionally kickstarted this idea)
Vladikcomper (MegaPCM)
Windows XP's MSPaint (not a person, literally my art tool of choice)
Xenowhirl (SonMapED
You, for reading the Credits!
_______________________________________________________________________________________________________________________
Cameos (have you found them all?)
Fawkes the Fox
MalamiteLTD
Saneko*
*provided own sprite