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#snesdev — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #snesdev, aggregated by home.social.

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  1. I really wonder what happened to PA Games Zelda-style Super Famicom homebrew game that they‘ve shown in 2021, it looked really good. #snesdev

  2. I really wonder what happened to PA Games Zelda-style Super Famicom homebrew game that they‘ve shown in 2021, it looked really good. #snesdev

  3. I really wonder what happened to PA Games Zelda-style Super Famicom homebrew game that they‘ve shown in 2021, it looked really good. #snesdev

  4. I really wonder what happened to PA Games Zelda-style Super Famicom homebrew game that they‘ve shown in 2021, it looked really good. #snesdev

  5. May I proudly present... Super Wild Cart

    kinda Excite Truck × Flicky × Donkey Kong's Crash Course

    Still *so much* to do but it is fun already! Pretty much locked 60fps, and do I have a story to tell about the toolchain…but that's one for another time.

    #superwildcart #snesdev

  6. May I proudly present... Super Wild Cart

    kinda Excite Truck × Flicky × Donkey Kong's Crash Course

    Still *so much* to do but it is fun already! Pretty much locked 60fps, and do I have a story to tell about the toolchain…but that's one for another time.

    #superwildcart #snesdev

  7. May I proudly present... Super Wild Cart

    kinda Excite Truck × Flicky × Donkey Kong's Crash Course

    Still *so much* to do but it is fun already! Pretty much locked 60fps, and do I have a story to tell about the toolchain…but that's one for another time.

    #superwildcart #snesdev

  8. May I proudly present... Super Wild Cart

    kinda Excite Truck × Flicky × Donkey Kong's Crash Course

    Still *so much* to do but it is fun already! Pretty much locked 60fps, and do I have a story to tell about the toolchain…but that's one for another time.

    #superwildcart #snesdev

  9. May I proudly present... Super Wild Cart

    kinda Excite Truck × Flicky × Donkey Kong's Crash Course

    Still *so much* to do but it is fun already! Pretty much locked 60fps, and do I have a story to tell about the toolchain…but that's one for another time.

    #superwildcart #snesdev

  10. First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev

  11. First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev

  12. First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev

  13. First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev

  14. First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev

  15. Smash Bros-like prototype on SNES hardware based on the Super Boss Gaiden engine of Goldlocke.

    Screenshot posted on Twitter in 2019 - never came to be, but it was a fun dev session! #snesdev

  16. Smash Bros-like prototype on SNES hardware based on the Super Boss Gaiden engine of Goldlocke.

    Screenshot posted on Twitter in 2019 - never came to be, but it was a fun dev session! #snesdev

  17. Smash Bros-like prototype on SNES hardware based on the Super Boss Gaiden engine of Goldlocke.

    Screenshot posted on Twitter in 2019 - never came to be, but it was a fun dev session! #snesdev

  18. Smash Bros-like prototype on SNES hardware based on the Super Boss Gaiden engine of Goldlocke.

    Screenshot posted on Twitter in 2019 - never came to be, but it was a fun dev session! #snesdev

  19. Here’s how the layout of my SNES game is going (512 KB ROM) I plan to fill the free space with lots of levels. #snesdev

  20. Here’s how the layout of my SNES game is going (512 KB ROM) I plan to fill the free space with lots of levels. #snesdev

  21. Here’s how the layout of my SNES game is going (512 KB ROM) I plan to fill the free space with lots of levels. #snesdev

  22. Here’s how the layout of my SNES game is going (512 KB ROM) I plan to fill the free space with lots of levels. #snesdev

  23. Here’s how the layout of my SNES game is going (512 KB ROM) I plan to fill the free space with lots of levels. #snesdev

  24. I'm releasing my #OpenSourceHardware #SuperNintendo cartridge and programmer!
    ➡️ XiROM Cartridge: gitlab.com/doragasu/xirom-cart
    ➡️ XiROM Programmer: gitlab.com/doragasu/xirom-prog

    The cartridge features are:
    ➡️ Support for HiROM (up to 32 Megabit) and ExHiROM (up to 63.5 Megabit)
    ➡️ Support for FastROM
    ➡️ Multi region SuperCIC implementation

    The XiROM Programmer can, of course, program XiROM carts, including the SuperCIC firmware. It can also dump SNES standard cartridges.
    #OpenSource #SNES #SNESDev

  25. I'm releasing my #OpenSourceHardware #SuperNintendo cartridge and programmer!
    ➡️ XiROM Cartridge: gitlab.com/doragasu/xirom-cart
    ➡️ XiROM Programmer: gitlab.com/doragasu/xirom-prog

    The cartridge features are:
    ➡️ Support for HiROM (up to 32 Megabit) and ExHiROM (up to 63.5 Megabit)
    ➡️ Support for FastROM
    ➡️ Multi region SuperCIC implementation

    The XiROM Programmer can, of course, program XiROM carts, including the SuperCIC firmware. It can also dump SNES standard cartridges.
    #OpenSource #SNES #SNESDev

  26. I'm releasing my #OpenSourceHardware #SuperNintendo cartridge and programmer!
    ➡️ XiROM Cartridge: gitlab.com/doragasu/xirom-cart
    ➡️ XiROM Programmer: gitlab.com/doragasu/xirom-prog

    The cartridge features are:
    ➡️ Support for HiROM (up to 32 Megabit) and ExHiROM (up to 63.5 Megabit)
    ➡️ Support for FastROM
    ➡️ Multi region SuperCIC implementation

    The XiROM Programmer can, of course, program XiROM carts, including the SuperCIC firmware. It can also dump SNES standard cartridges.
    #OpenSource #SNES #SNESDev

  27. I'm releasing my #OpenSourceHardware #SuperNintendo cartridge and programmer!
    ➡️ XiROM Cartridge: gitlab.com/doragasu/xirom-cart
    ➡️ XiROM Programmer: gitlab.com/doragasu/xirom-prog

    The cartridge features are:
    ➡️ Support for HiROM (up to 32 Megabit) and ExHiROM (up to 63.5 Megabit)
    ➡️ Support for FastROM
    ➡️ Multi region SuperCIC implementation

    The XiROM Programmer can, of course, program XiROM carts, including the SuperCIC firmware. It can also dump SNES standard cartridges.
    #OpenSource #SNES #SNESDev

  28. I'm releasing my #OpenSourceHardware #SuperNintendo cartridge and programmer!
    ➡️ XiROM Cartridge: gitlab.com/doragasu/xirom-cart
    ➡️ XiROM Programmer: gitlab.com/doragasu/xirom-prog

    The cartridge features are:
    ➡️ Support for HiROM (up to 32 Megabit) and ExHiROM (up to 63.5 Megabit)
    ➡️ Support for FastROM
    ➡️ Multi region SuperCIC implementation

    The XiROM Programmer can, of course, program XiROM carts, including the SuperCIC firmware. It can also dump SNES standard cartridges.
    #OpenSource #SNES #SNESDev

  29. Here's a build of my Turbo File file manager for SNES, with a new feature that lets you view how files are laid out across the Turbo File's memory, and with a critical bug fixed where it wasn't actually copying the proper data across devices when a file was copied.

    code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  30. Here's a build of my Turbo File file manager for SNES, with a new feature that lets you view how files are laid out across the Turbo File's memory, and with a critical bug fixed where it wasn't actually copying the proper data across devices when a file was copied.

    code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  31. Here's a build of my Turbo File file manager for SNES, with a new feature that lets you view how files are laid out across the Turbo File's memory, and with a critical bug fixed where it wasn't actually copying the proper data across devices when a file was copied.

    code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  32. Here's a build of my Turbo File file manager for SNES, with a new feature that lets you view how files are laid out across the Turbo File's memory, and with a critical bug fixed where it wasn't actually copying the proper data across devices when a file was copied.

    code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  33. Here's a build of my Turbo File file manager for SNES, with a new feature that lets you view how files are laid out across the Turbo File's memory, and with a critical bug fixed where it wasn't actually copying the proper data across devices when a file was copied.

    code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  34. @NovaSquirrel Why ASCII? What is the ASCII code for, say, F1 or right arrow? And do we want to support developers of games in languages that use scripts other than Latin?

    I imagine that something resembling the AT keyboard protocol (except adapted for NES/SNES sensibilities) would probably be most useful.

    #keyboard #usb #nesdev #snesdev

  35. @NovaSquirrel Why ASCII? What is the ASCII code for, say, F1 or right arrow? And do we want to support developers of games in languages that use scripts other than Latin?

    I imagine that something resembling the AT keyboard protocol (except adapted for NES/SNES sensibilities) would probably be most useful.

    #keyboard #usb #nesdev #snesdev

  36. @NovaSquirrel Why ASCII? What is the ASCII code for, say, F1 or right arrow? And do we want to support developers of games in languages that use scripts other than Latin?

    I imagine that something resembling the AT keyboard protocol (except adapted for NES/SNES sensibilities) would probably be most useful.

    #keyboard #usb #nesdev #snesdev

  37. @NovaSquirrel Why ASCII? What is the ASCII code for, say, F1 or right arrow? And do we want to support developers of games in languages that use scripts other than Latin?

    I imagine that something resembling the AT keyboard protocol (except adapted for NES/SNES sensibilities) would probably be most useful.

    #keyboard #usb #nesdev #snesdev

  38. @NovaSquirrel Why ASCII? What is the ASCII code for, say, F1 or right arrow? And do we want to support developers of games in languages that use scripts other than Latin?

    I imagine that something resembling the AT keyboard protocol (except adapted for NES/SNES sensibilities) would probably be most useful.

    #keyboard #usb #nesdev #snesdev

  39. In today's adventures doing #SNESDev with 816-tcc:
    ➡️ Argument promotion in snprintf() is completely broken, everything is read as 16-bit.
    ➡️ `uint32_t var = 1LU<<0x17;` produces the expected value, but `uint32_t var = 1LU<<other_var;` produces 0, when other_var has value 0x17.
    ➡️ Declaring a variable in a for loop (e.g.: `for (uint16_t i = 0; i < 1000; i++)`) causes a build error (note that compiler supports C99 stuff and thus this shouldn't error).

  40. In today's adventures doing #SNESDev with 816-tcc:
    ➡️ Argument promotion in snprintf() is completely broken, everything is read as 16-bit.
    ➡️ `uint32_t var = 1LU<<0x17;` produces the expected value, but `uint32_t var = 1LU<<other_var;` produces 0, when other_var has value 0x17.
    ➡️ Declaring a variable in a for loop (e.g.: `for (uint16_t i = 0; i < 1000; i++)`) causes a build error (note that compiler supports C99 stuff and thus this shouldn't error).

  41. In today's adventures doing #SNESDev with 816-tcc:
    ➡️ Argument promotion in snprintf() is completely broken, everything is read as 16-bit.
    ➡️ `uint32_t var = 1LU<<0x17;` produces the expected value, but `uint32_t var = 1LU<<other_var;` produces 0, when other_var has value 0x17.
    ➡️ Declaring a variable in a for loop (e.g.: `for (uint16_t i = 0; i < 1000; i++)`) causes a build error (note that compiler supports C99 stuff and thus this shouldn't error).

  42. In today's adventures doing #SNESDev with 816-tcc:
    ➡️ Argument promotion in snprintf() is completely broken, everything is read as 16-bit.
    ➡️ `uint32_t var = 1LU<<0x17;` produces the expected value, but `uint32_t var = 1LU<<other_var;` produces 0, when other_var has value 0x17.
    ➡️ Declaring a variable in a for loop (e.g.: `for (uint16_t i = 0; i < 1000; i++)`) causes a build error (note that compiler supports C99 stuff and thus this shouldn't error).

  43. I've been working on a file manager and backup tool for Turbo File Twin and Turbo File Adapter, using the same visual style as my previous WildStorage tool for DS. Includes a library for making it friendly to work with Turbo File in SNES homebrew games.

    I need to finish adding the file operations (copy, move, delete; skipping hex edit for now) and test it thoroughly (the TFII filesystem code is untested and almost certainly needs work) and then I think it'll be a good basic version of the tool.

    Source code: code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  44. I've been working on a file manager and backup tool for Turbo File Twin and Turbo File Adapter, using the same visual style as my previous WildStorage tool for DS. Includes a library for making it friendly to work with Turbo File in SNES homebrew games.

    I need to finish adding the file operations (copy, move, delete; skipping hex edit for now) and test it thoroughly (the TFII filesystem code is untested and almost certainly needs work) and then I think it'll be a good basic version of the tool.

    Source code: code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  45. I've been working on a file manager and backup tool for Turbo File Twin and Turbo File Adapter, using the same visual style as my previous WildStorage tool for DS. Includes a library for making it friendly to work with Turbo File in SNES homebrew games.

    I need to finish adding the file operations (copy, move, delete; skipping hex edit for now) and test it thoroughly (the TFII filesystem code is untested and almost certainly needs work) and then I think it'll be a good basic version of the tool.

    Source code: code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  46. I've been working on a file manager and backup tool for Turbo File Twin and Turbo File Adapter, using the same visual style as my previous WildStorage tool for DS. Includes a library for making it friendly to work with Turbo File in SNES homebrew games.

    I need to finish adding the file operations (copy, move, delete; skipping hex edit for now) and test it thoroughly (the TFII filesystem code is untested and almost certainly needs work) and then I think it'll be a good basic version of the tool.

    Source code: code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew

  47. I've been working on a file manager and backup tool for Turbo File Twin and Turbo File Adapter, using the same visual style as my previous WildStorage tool for DS. Includes a library for making it friendly to work with Turbo File in SNES homebrew games.

    I need to finish adding the file operations (copy, move, delete; skipping hex edit for now) and test it thoroughly (the TFII filesystem code is untested and almost certainly needs work) and then I think it'll be a good basic version of the tool.

    Source code: code.novasquirrel.com/Maffi/Tu

    #snes #snesdev #homebrew