Asphalt Vendetta
A downloadable game
Asphalt Vendetta 32X
A vehicular-combat game for the Sega 32X, built as a from-scratch
reimplementation of the mechanics documented in thetm1_decomp PlayStation
decompilation, retargeted to real 32X-on-Genesis hardware.
Output: tm32x.32x — a 4 MiB cartridge image with selectable Lean,
Balanced and Full graphics profiles.
Vibe-coded by D-Mar The Daytripper.
Quick start
Run the ROM in any 32X-capable emulator (PicoDrive, Kega Fusion, Ares,
BlastEm), or on hardware via flash cart / Mega Everdrive.
Controls — a six-button pad is detected automatically by the 68000
during the controller poll; a three-button pad falls back to the classic
layout. Both schemes feed the same internal action set, so the car handles
identically either way. On six-button pads, D-pad UP/DOWN are additional
throttle/brake inputs; the existing B/A assignments and all other
six-button controls remain available.
| Action | 6-button pad | 3-button pad |
|---|---|---|
| Steer | D-pad LEFT/RIGHT | D-pad LEFT/RIGHT |
| Accelerate | B and D-pad UP | D-pad UP |
| Brake / reverse | A and D-pad DOWN | D-pad DOWN |
| Machine gun | C | B |
| Special weapon | Y | A |
| Cycle weapons | Z | C |
| Change camera | X | — |
| Pause menu | START | START |
| Standings (kills/deaths) | MODE | — |
MODE freezes the match and shows the scoreboard; press it again to drop
straight back in. See "Checking the score mid-match" below.
The Select Mode screen reports which pad was detected; on a six-button pad
the MODE button pins the game to the three-button layout if you prefer it.
(The two uses never collide: one is on the Select Mode screen, the other is
only live during gameplay.)
Camera — X cycles four views: chase, close chase, bumper (your own
car is hidden) and a high wide shot.
In menus UP/DOWN move the selection; LEFT/RIGHT change the selected
setting. Graphics can also be changed from the pause menu during a match.
Content: 12 vehicles with distinct top speed / acceleration / handling /
armour / mass, 9 weapons across 5 ballistic classes, 3 arenas with props,
spawns and pickup placements.
Front end
The main menu is three rows - 1 PLAYER, 2 PLAYERS, OPTIONS -
with up/down to move and START or A to confirm. In Options, up/down selects
a row and left/right changes that setting. B returns to the main menu; the
BACK row does the same. The two axes are kept separate: up/down never
edits a value and left/right never moves the highlight.
Options menu, row by row
| Row | What it controls | Values and default |
|---|---|---|
| TIME LIMIT | Match length; the choice is used when the next match starts. | 1–15 minutes; 3 min by default |
| DIFFICULTY | CPU firing aggressiveness. Higher settings make opponents more likely to use their guns and special weapons. | Training Wheels / Pro / Vendetta; Pro by default |
| VEHICLES | Total active vehicles in the arena, including human players; any remaining slots are CPUs. The choice applies to the next match. | 2–6 total; 6 by default |
| P1 PAD | Player 1's stock button-binding layout. With a detected six-button pad, left/right switches between the six-button and classic three-button presets; changing it restores that preset's default bindings. | 6 BUTTON by default on six-button input; a detected three-button pad shows 3 BUTTON (ONLY) and cannot be toggled |
| P2 PAD | Player 2's stock binding layout. Left/right switches presets when port two has a controller; the pad's detection still determines whether six-button-only inputs are available. | 6 BUTTON by default when connected; NO CONNECT when port two is empty |
| CUSTOMISE CONTROLS | Opens the control-binding screen, described below. | Press A, C or START to open |
| MUSIC | Menu and match music volume. | 0 = mute, 10 = maximum; 6 by default |
| SOUND FX | Sound-effects volume, including gameplay and menu effects. | 0 = mute, 10 = maximum; 9 by default |
| GRAPHICS | Selects the Lean, Balanced or Full effects profile. It also appears in the pause menu, where a change takes effect while the match is paused. | Lean / Balanced / Full; Balanced by default |
| BACK | Returns to the main menu. | Also press B |
On CUSTOMISE CONTROLS, choose the player and action with up/down. Use
left/right to cycle that action's binding: NONE, A, B or C are available on
a three-button layout; a six-button layout also offers X, Y, Z and MODE.
Choose RESET TO DEFAULT and press A to restore the selected player's
stock layout. Steering and START stay fixed; up/down remain direct throttle
and brake controls as well. Press B or choose BACK to return to Options.
STANDINGS is available in the pause menu for three-button players who do
not have a Mode button. It sits after the camera choices and returns to the
pause panel rather than dropping back into the match.
Graphics profiles
All four effects are compiled into one 4 MiB cartridge. Choose Graphics
in the front-end Options screen or in the pause menu during a match; use
left/right to cycle Lean → Balanced → Full. Balanced is selected by
default. A pause-menu change redraws the frozen scene immediately and stays
active when play resumes.
| profile | effects | documented fps | cadence (frames per tick) |
|---|---|---|---|
| Lean | none | 21.47 | 500 x 3, 3 x 4 |
| Balanced (default) | shadows + damage | 21.20 | 507 x 3, 7 x 4 |
| Full | all four | 18.53 | 328 x 3, 175 x 4 |
“None” in Lean means no per-face lighting, light pools, car shadows, or
progressive damage appearance; damage remains part of the gameplay. Balanced
keeps shadows and damage shading, and disables per-face lighting and light
pools. Full enables all four effects. These are the README's measured profile
ratings; actual frame rate varies by scene and emulator/hardware.
Credits and licensing
- Mechanics, physics and ballistics reimplemented from
tm1_decomp(MIT) by Abel Briggs. - 68000 boot and resident code derives from Chilly Willy's 32X support code,
by way ofnoudar-32x
(BSD 2-Clause, Daniel Monteiro), whose three-file boot split this follows. - Hardware documentation and the verification approach follow
sega-32x-skill-for-claude. - PWM mixer design informed by
tracker-player-32x. - Test harness built against PicoDrive.
All game content in this repository — names, tables, meshes, sprites and
sounds — is original or generated at build time.
| Published | 6 days ago |
| Status | Released |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Dmar3000 |
| Genre | Action |
| Tags | 3D, Arcade, cars, sega-32x, trucks, twisted-metal, vehicular-combat |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
Install instructions
For use on original Sega 32X hardware with use of a flash cart or any 32X compatible emulator.





Comments
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buenimo, muchas gracias por aportar software al 32x
¡De nada! Tengo mucho más en camino también, solo me estoy asegurando de que sean lo suficientemente jugables para el hardware original y los emuladores.