#snesdev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #snesdev, aggregated by home.social.
-
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
-
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
-
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
-
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
-
Rotatron #SNES homebrew game
snes-testberichte.de/rotatron/
#retrogaming #snesdev -
Rotatron #SNES homebrew game
snes-testberichte.de/rotatron/
#retrogaming #snesdev -
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.
-
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.
-
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.
-
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.
-
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.
-
First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev
-
First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev
-
First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev
-
First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #snesdev
-
First sighting of an early version of my SNES engine/game being tested in the wild! #superwildcart #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 -
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 -
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
-
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
-
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
-
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
-
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
-
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 -
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 -
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
-
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
-
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
-
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
-
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
-
I'm releasing my #OpenSourceHardware #SNES cart and programmer soon. Stay tuned!
-
I'm releasing my #OpenSourceHardware #SNES cart and programmer soon. Stay tuned!
-
I'm releasing my #OpenSourceHardware #SNES cart and programmer soon. Stay tuned!
-
I'm releasing my #OpenSourceHardware #SNES cart and programmer soon. Stay tuned!
-
I'm releasing my #OpenSourceHardware #SNES cart and programmer soon. Stay tuned!
-
@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.
-
@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.
-
@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.
-
@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.
-
@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.
-
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). -
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). -
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). -
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
-
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
-
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
-
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
-
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
-
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... -
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...