A downloadable Black Tiger MD

PUBLIC GIT: https://github.com/rester159/blacktiger_MD

1.7 UPDATE

  • Fixed rescue dialogue scrolling incorrectly in Round 5.
  • Fixed chest trap flames appearing behind other sprites.
  • Restored the terrain changes that close the Round 3 and Round 5 boss arenas.
  • Fixed camera and player boundaries during those boss fights.
  • Fixed bosses moving into solid terrain and zombies respawning inside walls.
  • Fixed boss vulnerability failing to reset after losing a layer.
  • Fixed infinite Zenny behavior in the debug shop.
  • Added separate saved high scores for Arcade, Home and Boss Rush, with migration of existing scores.
  • Added persistent Home options and Arcade DIP settings.
  • Updated the SRAM header for flashcart compatibility.
  • Optimized sprite handling and weapon collisions to improve performance in busy scenes.

1.6 UPDATE

Fixed corrupted right-facing characters and enemies in the Arcade attract demo by correcting how the horizontal flip flag is read. Updated the on-screen version stamp and save-file migration note. Thanks @Pegafun for the heads up!

1.5 UPDATE

 More fixes and a proper arcade attract mode!

  •   Added the original arcade attract sequence, with rankings and gameplay demos.
  • Added a Top 5 high-score table with three-letter initials, saved in SRAM.
  • Saved high scores now display correctly on the title screen and during attract mode
  • Fixed ladder snakes appearing in front of dialogue
  • Corrected shop prices to match the US arcade

Thanks for all the feedback and bug reports—keep them coming!

1.4 UPDATE

More bug Bug Fixes

  • Fixed lingering ground blobs.
  • Fixed Up/Down navigation to Options
  • Added SRAM high-score saving.

1.3 UPDATE

Bunch of Bug Fixes

  • Breakable pots now correctly appear in the world

1.2 UPDATE

Bunch of Bug Fixes

  • Coin button for Arcade Mode (Press START)
  • Issue with death in Boss level 2 solved
  • Last boss should is now the black Dragon
  • Torches in last level animate
  • Store now shows the old man
  • Item in wall when you start in level 1 now shows up
  • Boss energy bars fixed

As usual, keep the feedback coming!

V1.0 

OVERVIEW

  • Black Tiger for the Sega Mega Drive / Genesis is an unofficial native port of Capcom’s arcade action-platformer, rebuilt for Sega’s 16-bit hardware using SGDK. The aim is to preserve the original game’s exploration, combat, atmosphere, and demanding platforming while adding a few features suited to playing at home.
  • The game runs native Mega Drive code. Its movement, enemies, combat, shops, scrolling, and progression have been implemented for the console, using converted arcade graphics and source-derived game data. The cartridge does not run an arcade emulator or execute the original arcade program.
  • All eight original stage maps are included, and substantial parts of the game have been reconstructed and tested against the arcade’s behavior. There are deliberate differences, hardware-driven adaptations, and areas that still need work.

MODES

  • Arcade mode keeps a coin-and-credit structure and includes the original game introduction before play begins. Its settings are presented as a DIP-switch menu. 
  • Home mode starts a normal game directly and adds a more convenient options menu, a separate Boss Rush, and an unlockable Debug menu.
    • Ordinary Home Play uses the regular gameplay systems, and Debug protections do not carry over into it.
    • The optional level 7 jump assist affects one specific jump. One of upward jumps in the mid of level 7 is particularly demanding and has become an internet meme, The optional jump assist is disabled by default. 
    • Unlike Arcade mode, Home does not let you keep adding coins during play.
    • Boss Rush is a separate Home addition. It places the eight bosses into a dedicated, horizontally scrolling palace arena. 
    • Debug is hidden until you unlock it. On the Home menu, enter: Up, Up, Down, Down, Left, Right, Left, Right; debug provides direct access to all eight levels, plus independent invincibility, infinite-lives, infinite-time, framerate-display, 

VISUALS

  • The graphics have been adapted to the Mega Drive’s display hardware. Original artwork is converted into native tiles and sprites, with colors reduced and reassigned to fit the console’s palette restrictions.
  • The gameplay display uses a 256 × 224 viewport. The conversion preserves the original pixel artwork where possible, but color reproduction is not identical.
  • Backgrounds share a limited set of palettes, enemies share a reduced palette, and HUD colors are adapted to   the available colors. Some shading, color separation, and text presentation therefore differ from the arcade.
  • The renderer also has to work within the Mega Drive’s sprite and video-memory limits. Background tiles are  loaded as the camera moves, and larger characters are assembled from hardware sprites. Layer priority and palette behavior do not yet reproduce every arcade effect.
  • Parallax is a new addition vs. the Arcade and is used selectively. In the current campaign, level 5’s mountain scenery and level 7’s stained-glass windows scroll more slowly than the foreground. These are deliberate presentation changes that add depth to those stages.

MUSIC

  • The music and effects are adapted for Sega’s sound hardware. Music is played through a native FM engine, with tracks and event routing for stages, bosses, shops, round clears, game over, and the ending.
  • Sound effects use a native player built around source-derived effect commands, including pitch changes, volume changes, noise, and repeated phrases. The result is not an identical reproduction of the arcade sound system.
  • The Mega Drive’s sound hardware has  different capabilities, especially for noise and effect mixing, so timbre and some combinations of sounds differ. Some enemy, NPC, and presentation-related sound choices and priorities still need further checking.

PERFORMANCE

  • This build does not maintain a locked 60 frames per second. Busy  scenes, demanding background updates, and crowded encounters can produce noticeable drops in displayed framerate.
  • Rendering and update scheduling have received  substantial optimization, but performance varies by location and activity. The Debug framerate display reports the game’s own presentation rate; an emulator reporting 60 Hz does not necessarily mean the game is drawing 60 distinct frames each second.

Black Tiger is © Capcom. Side Arms MD is a free, non-commercial fan project and isn't affiliated with Capcom or Sega. It contains only original code and tools, with no Capcom data: you need your own copy of the arcade ROM set to build it.

Updated 1 day ago
Published 16 days ago
StatusIn development
Rating
Rated 5.0 out of 5 stars
(9 total ratings)
Authorrester159
GenreAction
Tags80s, Arcade, blacktiger, capcom, megadrive, Pixel Art, sega, Sega Genesis
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Xbox controller, Gamepad (any), Joystick, Flight stick
AI DisclosureAI Assisted, Code

Download

Download
blacktiger_MD_v1.7.bin 4 MB
Version 1.7 1 day ago

Install instructions

Use on original hardware with an Everdrive or similar carts, any Genesis emulator or MiSTer FPGA

Comments

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(2 edits)

Hello,

This port looks great but I can't play it as when when I press button A, I immediately get a glitchy white screen in both Arcade and Home modes. 

My setup: PAL Megadrive with NTSC 60 Hz mod, official 6-button controller, Mega Everdrive Pro with 26.0625 firmware.

Edit: Just updated firmware to the latest version (v26.0925) but the glitch is still there.

(1 edit)

hey i did notice bios screen and capcom screen both disappeared on this update for v1.7 and side arms v.13, another thing devs are doing with the bios screen is making custom ones for that specific game if that is possible

These ports are both amazing and great additions to the catalog

replaced them with the correct versions

Hey thanks for updating, unfortunately it still is not displaying the bios before the title screen

when you say bios, what do you mean? Are u building from git or using the file from itch?

(1 edit)

file from itch, most recent version got rid of the sega screen and the capcom logo

you are talking about black tiger correct? I just downloaded the 1.7 version I reuploaded last night and I see both the SEGA and Capcom logos

The VCDECIDE channel made a side-by-side comparative video between arcade and Mega Drive:

Great port. Found a little issue here 

(2 edits)

I see this bug too, on v1.7 - probably related to the new boss floor. On some plays when I first enter the boss area, it moves+traps the player into the wall on the left like in the video. On other plays (or if I die and return to the boss area a second time), the floor fills in correctly, but the screen won't scroll to the right.

I haven't been able to tell what triggers the different behavior. Perhaps the place or direction when I jump up into the boss area?

Detectado por el amigo Gustavo Salvatierraserror de coliciones en la version 1.5.. dejo link del video.   

Is everything else besides the code is manually touched up?

(+1)

yes. nothing really is one shot. AI Will give you a starting point. then you need to iterate and fix. That's where I spend most of my time.

Greetings @rester159!

v5 is a blast. I can't believe you added the whole attract sequence!

Here are a couple more bugs:

- In Round 5, the dialog text is off-center (see screens in GH issue)
- The fire from a booby trapped chest should be in front of the chest, but it is behind

And if you're interested in ideas/wishes:

- SRAM could save the Options / DIP switches
- Separate high score tables for home and arcade

Looking forward to trying v6. This is so much fun!!

(+1)

Fantastic Surprise!! Great Work!! Thanks.

Deleted 4 days ago
(1 edit)

I was unable to get this running on my NTSC Sega Genesis using Everdrive. Am I doing something wrong? I downloaded version 1.6.

(1 edit)

I tried renaming the file to remove the extra . since in most operating systems 1.6.bin might cause issues. That did nothing to resolve the issue. All I get once the rom is loaded into the Everdrive is a black screen. Please help. I love this game; it is one of my all-time favorites and I really want to play this on my original hardware. As a note, it does work in my copy of Gems Emulator.

what is your NTSC cold-boot result and EverDrive model?

In version 1.6, after enabling Debug Mode, it seems that it's no longer possible to purchase any equipment. Is this an intended behavior, or could it be a bug?

Marvellous port! I am really enjoying the game, but I found a bug playing rom v1.5 on my Japanish Sega Megadrive 1. In attrack mode (only, not during gameplay) the sprites of the main character and enemies are corrupt when they are facing the right side of the screen but are ok when they are facing the left side. Could you check it?

(+1)

Amazing! What does one do to earn the honor to collaborate with you? Would you hit me up? You have definite skills here!

(+1)

Muito bom o trabalho, acabei de terminar o jogo e notei que alguns inimigos caveiras tem respawn dentro da parede , alguns chefes passam dentro da parade como o dragão de 4 braços  4 espadas

(1 edit) (+3)

I'm really happy that you will polish even more this amazing port.
If you need help to improve even more the graphics+colors, contact me.
Keep it up!!!

(+2)

Big fan of your work!

(+1)

I assume you can go to the GitHub project page and contribute.

(+2)

yes of course!

(+3)

I would love to collaborate. Visuals and colors can definitely be improved. LMK how you want to connect!

(+2)

This is awesome, Black Tiger fits perfectly the Mega Drive library! The game is basically the arcade at home! Congratulations, and thank you for sharing the game codes on Github, pretty sure it will help a lot more beginner devs.

(-1)

Wow!, this port is just amazing and it's the best usage of AI for porting games that I've seen.

Do you have a devlog or something similar explaining how you're doing this?. I mean technically. It should be a really interesting read.

Thank you very much!

now we can tell megadrive has great games! ;)

It's amazing how close this is to the arcade. Similar to the Genesis/MD version of Ghouls 'n Ghosts, playing this *feels* exactly like the arcade.

I noticed a bug with the blue acid blobs, where sometimes when you kill them, they don't disappear - they keep moving around even though they can no longer hurt you.

Also, the Home menu is a little wonky: pushing up or down moves between Play and Boss Rush as expected, but to get to Options you need to push left or right

Any interest in adding SRAM for saving high scores?

done. check it out

(1 edit)

You are BLOWING MY MIND!

Blue blobs work great. And SRAM works!! That's wild - I can't believe how quickly you added that. The saved high score doesn't display on the title screen, but I'm guessing that's just because the title screen is one big image?

Here are a couple more bug reports. Hopefully these minutia aren't annoying - the quality of this port is really already more than one could hope for. 

The snakes on the ladders appear in front of the dialog text.

Missing high score table/screen. This one is more of a feature wish; I know these can be a pain to add though.

In the shop I noticed armor #3 costs less than armor #2, and the key is labelled 300 when it should be 30 (functionally, it registers as 30). The prices are also different, but maybe you played a different region arcade than me, or maybe you intended them this way for another reason? Here's what I mean:

MD
- Weapons: 200, 1200, 4800, 12800
- Armor: 150, 5000, 1200, 24000

Arcade (US)
- Weapons: 100, 1000, 2400, 9600
- Armor: 80, 300, 800, 1600

(+1)

all addressed - check it out and THANK YOU for all the feedback... I really feel we are building this together!

COOL!

(+1)

AWESOME! Back in the day, the Genesis got a lot of ports of arcade games from 88+, into the 90's. But I always felt that it could have done a really killer job on mid-80's arcade games like this one. And here's the proof! Black Tiger is one of my favorites - thank you!! 

Side note, I'd definitely support a Patreon page if you're considering doing more projects like this!

(+1)

Hey thanks for fixing this, i just realized something, there are supposed to be pots scattered throughout the levels, do you plan on adding them?

coming up!

Damn that was quick

hey after the two updates the bios screen and capcom logo do not appear, did you intend to remove it?

Ah ha - I was wondering why I didn't have any keys for those first few chests!

PARABÉNS PELO EXPLENDIDO PORTE!

Essa é nosso singela contribuição em retribuição ao trabalho. Obrigado!

Obrigado!!

(+1)

Great job and thank you!  I did a box cover for this game for my ROM manager!

(+1)

I love it!

Not working with blastem-win64-1.0.0.

The logic is practically perfect, great work. The colors could still be improved; let me know if you need help. Keep going, you're doing really well. Great port!

absolutely! I just published my git
https://github.com/rester159/blacktiger_MD

Great game.

Would you make a neo-geo version too ?

i don’t know… I feel the NG needs bigger/ more complex games to show off what it can do

(+1)

I feel like a direct transcode from Z80 would be possible for this game for the Neo Geo. jotd has done a bunch of games for the Amiga, and I did Xevious (2x Z80) for the Neo Geo.

almost, on z80 we have ldir, cpir, etc. - i think on 68k we need to use routines for that

wow! Hell yes

I just wanted to swing by and say, thank you for the much improved page here. I wrote up an article about this release based on the old page and right before hitting publish, I refreshed the page and saw the much nicer, easier to read/understand, formatting and just wanted to say, thank you for putting in the effort here.

Great port, though my skills with these types of games is almost nill now (I have been gaming since the Pong days), I still enjoyed it and can't wait to see what you improve here as well as what you work on next.

My article if anyone is interested in reading it - https://hive.blog/hive-140217/@triverse/black-tiger-finally-sees-home-port-to-se...

(+2)

thanks man, great article and appreciate your comments. Although AI is a great tool, this is not a one shot type of deal. A ton of human work and attention to detail went into this port. One thing most ppl won’t notice is, for example, how a couple of levels have parallax scrolling, that was not in the arcade and something I added. Another example  is the addition of the ‘lvl7 jump assist ‘ - this is an internet meme and an objectively almost broken point in the game (it’s doable but incredibly tricky) - I added that option bc I know and love this game inside and out. In general AI is just a tool but I hope the human love and care for the product still comes through…

First let me say bravo and congrats as this port is a terrific undertaking!  You deserve so much credit for this work.  I am 51 years old and can remeber dropping precious quarters into this arcade machine back as a kid.  Glad to see someone had decided to port it onto the megadrive/genesis.  It is long overdue.  I do have a question however and would like to ask your opinion.   Over on the system 16 arcade museum this game appears to have a spec sheet with hardware/tech similar to the 8 bit sega master system.  In your opinion do you think the master system could have handled a decent port?  Surely the sms would not get anywhere close to an arcade perfect port but just wanted to get your thoughts please.

(1 edit) (+2)

It depends on what you mean by 'decent'… Would it be playable and fun? I believe so. Visually it would be limited. Even the Genesis struggled with getting all the enemies and animations and you might notice some slow downs in busy stretches. The SMS version would for sure reduce the number of enemies and will be sparser. But I believe it is possible. My phiosophy on this was a) making a game I loved available on the console I loved 2) Making something I felt 'could have happened back then’

The game was ported to the amstrad, amiga, atari st and others sometime around 1989 I think.  When I said a decent port I think I had those comparisons in mind for the master system which never got it's own port.  I was mostly just curious to hear what you thought given the incredible job you did with this megadrive port.  I definitely value your insight.  Excelsior my friend!

(+1)

Those ports were horrendous but a lot of it had to do with the time, tooling and level of sophistication of the devs at the time. I’m confident all of those could have been much better with modern development comfort and no pressure to develop a product in a few weeks/ months as a small (sometimes 1 person!) team

there are rare great examples from "1 person team", like r-type for zx-spectrum

(+1)

unfortunately the exception not the rule… and they were all sold at full price!!

imo, with the work you did here, you should make a new conversion of forgotten worlds or a port of 1943, so many games from that era that belonged on the genesis back then

would be great most of those 8-bit horizontal "256x224" arcade games, like Rygar, Iron Horse, Jailbreak, Ghosts'n'Goblins, Green Beret, Son Son, Rally-X, Kung Fu Master (this one might fit somehow), etc. - but extending such huge effort to these games might be a task for more people using similar development methodology - anyway, it's actually great seeing Black Tiger working that cool! :) (i actually dreamed on being able to do such port years ago, and thanks @rester159 so much for doing it, and showing us how possible it is!)

(1 edit) (-1)

Thanks everyone for all the love and feedback!

I will fix the bugs over the weekend and release a new version

- Coin button for Arcade Mode

- Issue with death in Boss level 2

- last boss should be black Dragon, not red

-Torches in last level do not animate

- store does not show the old man

- item missing in wall when you start in level 1

- Boss energy bar

Can you release the source code?

(+1)

It's an AI project and they're not disclosing that tiny detail.. so I doubt it.

No issue disclosing AI was used here. My only hesitation in releasing the code is copyright issues? Maybe I'm overthinking not exactly sure how this works

in fact - it is disclosed (look at AI Disclosure)

(1 edit)

You can have it so the user supplies the rom, and you have scripts that rip the assets and such - convert them, build them, disassemble pieces, etc. That's been a pattern for almost a decade now (AI makes this faster.. have it do all the grunt work). That way you're not providing any original game assets.

Do you think having the source code helps anyone? If so happy to do it

Awesome! Don't no if helps, in second boss, when i try to get a continue, the game enters in a loop in try again screen.https://x.com/SZA207/status/2103495970751439079/video/1

yes! will fix

great port but some game breaking bugs

1. Cannot add credits with a 3 button controller or at least i am not sure how

2. Level 2 has a game breaking bug, if you die at the boss fight, it respawns you over and over again in an abyss that insta kills you everytime you respawn

thank you! both on my list to fix

(+1)

Good lord this is amazing. Testing with mega sg and mega everdrive pro now.

Deleted 12 days ago
(+1)

Runs wonderfully, no problems thus far. Amazing port man :)

Thank you so much!

Really surprised to see this pop up, how do I add credits for arcade mode

(+2)(-1)

Needs to be fixed. Stay tuned