#snesdev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #snesdev, aggregated by home.social.
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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
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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
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Rotatron #SNES homebrew game
snes-testberichte.de/rotatron/
#retrogaming #snesdev -
Rotatron #SNES homebrew game
snes-testberichte.de/rotatron/
#retrogaming #snesdev -
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.
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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.
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First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev
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First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev
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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 -
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 -
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
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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
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I'm releasing my #OpenSourceHardware #SuperNintendo cartridge and programmer!
➡️ XiROM Cartridge: https://gitlab.com/doragasu/xirom-cart
➡️ XiROM Programmer: https://gitlab.com/doragasu/xirom-progThe cartridge features are:
➡️ Support for HiROM (up to 32 Megabit) and ExHiROM (up to 63.5 Megabit)
➡️ Support for FastROM
➡️ Multi region SuperCIC implementationThe XiROM Programmer can, of course, program XiROM carts, including the SuperCIC firmware. It can also dump SNES standard cartridges.
#OpenSource #SNES #SNESDev -
I'm releasing my #OpenSourceHardware #SuperNintendo cartridge and programmer!
➡️ XiROM Cartridge: https://gitlab.com/doragasu/xirom-cart
➡️ XiROM Programmer: https://gitlab.com/doragasu/xirom-progThe cartridge features are:
➡️ Support for HiROM (up to 32 Megabit) and ExHiROM (up to 63.5 Megabit)
➡️ Support for FastROM
➡️ Multi region SuperCIC implementationThe XiROM Programmer can, of course, program XiROM carts, including the SuperCIC firmware. It can also dump SNES standard cartridges.
#OpenSource #SNES #SNESDev -
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.
https://code.novasquirrel.com/Maffi/TurboFileManager/releases/tag/2026-06-20
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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.
https://code.novasquirrel.com/Maffi/TurboFileManager/releases/tag/2026-06-20
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I'm releasing my #OpenSourceHardware #SNES cart and programmer soon. Stay tuned!
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I'm releasing my #OpenSourceHardware #SNES cart and programmer soon. Stay tuned!
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@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.
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@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.
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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). -
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: https://code.novasquirrel.com/Maffi/TurboFileManager
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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: https://code.novasquirrel.com/Maffi/TurboFileManager
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SNES-IDE: Your Journey into #SNES Game Development #retrodev #snesdev #retrogaming #coding #programming #gamedev
GitHub - BrunoRNS/SNES-IDE: Ma... -
SNES-IDE: Your Journey into #SNES Game Development #retrodev #snesdev #retrogaming #coding #programming #gamedev
GitHub - BrunoRNS/SNES-IDE: Ma... -
Wow, I am having a look to the code #tcc generates for the 65C816 (SNES CPU) and it's just bad. It loves doing thing like placing an LDA just after an STA on the same address, using virtual registers (direct page addressed) for everything when the CPU registers would do, or padding pointers (that on the SNES are 24-bit, and do not need to be memory aligned).
#SNES #SNESDev -
Programming for the SNES — video series by Programador Hobbista #retrodev #snesdev #retrogaming
Programando para o SNES — Aula... -
Programming for the SNES — video series by Programador Hobbista #retrodev #snesdev #retrogaming
Programando para o SNES — Aula... -
[PoC] libsm64 running inside Super Mario World #retrodev #snesdev #n64dev #romhacking #reverseengineering #Mario64 #SMW #coding #programming
[PoC] Got libsm64 running insi... -
[PoC] libsm64 running inside Super Mario World #retrodev #snesdev #n64dev #romhacking #reverseengineering #Mario64 #SMW #coding #programming
[PoC] Got libsm64 running insi... -
I've been playing with movement in Sliding Blaster 2 because that's something that's important to get right early on. I'm trying out an idea where triple tapping the boost button does a bigger and faster boost, for quickly getting out of bad situations (but it's risk/reward because you can launch yourself into an enemy), and I tried a visible boost trail to make it more impactful.
I also slightly increased the boost speed compared to the previous game. I tried doing a movement style where instead of movement via boosts it's an acceleration feature, but it didn't feel good and realizing that the little bursts of speed are fun gave me the idea to try emphasizing that with bigger and more visible boosts.
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I've been playing with movement in Sliding Blaster 2 because that's something that's important to get right early on. I'm trying out an idea where triple tapping the boost button does a bigger and faster boost, for quickly getting out of bad situations (but it's risk/reward because you can launch yourself into an enemy), and I tried a visible boost trail to make it more impactful.
I also slightly increased the boost speed compared to the previous game. I tried doing a movement style where instead of movement via boosts it's an acceleration feature, but it didn't feel good and realizing that the little bursts of speed are fun gave me the idea to try emphasizing that with bigger and more visible boosts.
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I took the Super Game Boy code I made for Petal Crash GBC and made a code example that shows off booting custom SNES code and then having the Game Boy side send files to the SNES as needed.
Code and ROM (under "releases"): https://code.novasquirrel.com/Maffi/SuperGameBoyStorageServer
Art: https://opengameart.org/content/tiny-16-basicThe text at the top is the result of asking the Game Boy to calculate $AA + $BB and send the answer to the SNES, as an example of doing other tasks than just getting files.
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I took the Super Game Boy code I made for Petal Crash GBC and made a code example that shows off booting custom SNES code and then having the Game Boy side send files to the SNES as needed.
Code and ROM (under "releases"): https://code.novasquirrel.com/Maffi/SuperGameBoyStorageServer
Art: https://opengameart.org/content/tiny-16-basicThe text at the top is the result of asking the Game Boy to calculate $AA + $BB and send the answer to the SNES, as an example of doing other tasks than just getting files.
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I've been working on the Super Game Boy features for the Petal Crash Game Boy Color port, where you'll get a versus mode with two players on the same screen via having the Game Boy game take over the SNES side with its own code. I added all of the cursor animations over the past few days, and it's really cool seeing all of this polish!
This video is from me testing it standalone, but I did actually do a proof of concept uploading the code and running it on Super Game Boy. Just need to add code to upload the graphics too.
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I've been working on the Super Game Boy features for the Petal Crash Game Boy Color port, where you'll get a versus mode with two players on the same screen via having the Game Boy game take over the SNES side with its own code. I added all of the cursor animations over the past few days, and it's really cool seeing all of this polish!
This video is from me testing it standalone, but I did actually do a proof of concept uploading the code and running it on Super Game Boy. Just need to add code to upload the graphics too.
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Monster Farm Jump homebrew #SNES tech demo based on PlayStation 1 game #retrodev #snesdev #retrogaming
Monster Farm Jump - SNES-Testb... -
Monster Farm Jump homebrew #SNES tech demo based on PlayStation 1 game #retrodev #snesdev #retrogaming
Monster Farm Jump - SNES-Testb... -
Homebrew #SNES port of #C64 game Flaschbier #retrodev #snesdev #retrogaming #commodore64
Werner Flaschbier - SNES-Testb... -
Homebrew #SNES port of #C64 game Flaschbier #retrodev #snesdev #retrogaming #commodore64
Werner Flaschbier - SNES-Testb... -
Want to make a game that could’ve shipped in 1994? → The SNES Dev Game Jam 2026 incoming! #snesdev2026
Solo? Team? No problem!
Aug - Oct this year.
Join and/or share to help make it big!
You can even win a cartridge :)
#snes #retrogames #homebrew #snesdev -
I'm showcasing a build of Sliding Blaster 2 at SAGE ( https://sonicfangameshq.com/forums/showcase/sliding-blaster-2.2803/ ) and I'm hoping I get more feedback; I did get a lot of helpful feedback from one person on the NESdev forums but more perspectives would be good.
Though I don't think I need to wait for the event to be over to start planning out what a "finished" version of Sliding Blaster 2 would look like - I can refine my plans based on whatever people end up pointing out (granted sometimes you get feedback that doesn't line up with your vision for what the game should be.)
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I'm showcasing a build of Sliding Blaster 2 at SAGE ( https://sonicfangameshq.com/forums/showcase/sliding-blaster-2.2803/ ) and I'm hoping I get more feedback; I did get a lot of helpful feedback from one person on the NESdev forums but more perspectives would be good.
Though I don't think I need to wait for the event to be over to start planning out what a "finished" version of Sliding Blaster 2 would look like - I can refine my plans based on whatever people end up pointing out (granted sometimes you get feedback that doesn't line up with your vision for what the game should be.)
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I now have my Furnace/Impulse Tracker to Terrific Audio Driver converter at the point where it can automatically set up a TAD project for you, with all the instruments set up and with samples and songs in separate files.
It's definitely not production ready though, and there are certainly going to be bugs and incorrect conversions, so anyone who wants to use this is going to have to be patient with working through that with me.
Details at https://forums.nesdev.org/viewtopic.php?p=304314#p304314 and https://github.com/NovaSquirrel/fur2tad/blob/main/README.md
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I now have my Furnace/Impulse Tracker to Terrific Audio Driver converter at the point where it can automatically set up a TAD project for you, with all the instruments set up and with samples and songs in separate files.
It's definitely not production ready though, and there are certainly going to be bugs and incorrect conversions, so anyone who wants to use this is going to have to be patient with working through that with me.
Details at https://forums.nesdev.org/viewtopic.php?p=304314#p304314 and https://github.com/NovaSquirrel/fur2tad/blob/main/README.md
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The SNESdev Jam submissions are in, this year there are a lot of entries and quite interesting ones at that! Currently is the voting period, so be sure to leave a rating when you try ‘em! #snesdev itch.io/jam/snesdev-...
Submissions to SNESDEV 2025 -
Here's my #SNES mouse-controlled shooter game so far! It's definitely far from being 100% done, but it's in a state where I feel comfortable showing it off and having people try it out! Multiplayer and regular controllers are supported, and you should be able to play with two mice if you want to.
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Chocolate #DooM running on #SNES with help of cortex-accelerator -- co-processor for this and potentially other consoles Forum thread: forums.nesdev.org/viewtopic.ph... #retrodev #snesdev #retrogaming
Super DOOM - Chocolate DOOM ru...