home.social

#snesdev — Public Fediverse posts

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

  1. 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.

    #snesdev #gamedev

  2. 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"): code.novasquirrel.com/Maffi/Su
    Art: opengameart.org/content/tiny-1

    The 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.

    #snesdev #gbdev #gamedev

  3. 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.

    #snesdev #homebrew #gamedev

  4. I'm showcasing a build of Sliding Blaster 2 at SAGE ( sonicfangameshq.com/forums/sho ) 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.)

    #snes #snesdev #homebrew

  5. 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 forums.nesdev.org/viewtopic.ph and github.com/NovaSquirrel/fur2ta

    #snesdev

  6. 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

  7. 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.

    forums.nesdev.org/viewtopic.ph

    #gamedev #snesdev #homebrew

  8. 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...

  9. I tried playing with using Dijkstra maps for enemy pathfinding in my small #SNES game. Turns out that with a small map like this one they're easily viable on SNES and aren't too expensive; you can spread the calculations over multiple frames and spend a variable amount of CPU time on it per frame if you want.

    This does mean movement that's very clearly grid-based, but you can do stuff to make it less prominent. I have the enemies here slowly center themselves on the axis perpendicular to the one they're moving in, which helps a little bit.

    Some enemies probably will use this pathfinding style all the time, though for others I think it'll be something that will kick in when an enemy is having trouble finding the player using atan2 or other methods.

    #gamedev #snesdev #homebrew

  10. Actual Mix is a tool to experiment with color math and pseudo-hires, two blending features of the S-PPU (Super NES graphics chip). Set three colors and five flags, and it calculates what color the hardware should be displaying.

    I had an idea of how to configure the S-PPU for 75% menu opacity. I tried it in Mesen, saw it not behave as I expected, and found that my SNES (revision 1/1/1) did yet a third thing. I described the actual formula on the SNESdev forum.

    ROM and source code: forums.nesdev.org/viewtopic.ph

    #ScreenshotSaturday #SNESdev

  11. Actual Mix is a tool to experiment with color math and pseudo-hires, two blending features of the S-PPU (Super NES graphics chip). Set three colors and five flags, and it calculates what color the hardware should be displaying. #ScreenshotSaturday #SNESdev

  12. Recently on my small #SNES mouse game, I've been working on implementing enemies, and I have a whole bunch of silly ideas. Now it feels significantly more game-like (though I still need to implement player/enemy collision so there's actual risk).

    #gamedev #snesdev #homebrew

  13. I now have my Furnace-->Terrific Audio Driver song converter handling a bunch of effects now; I hope I've covered most of the important ones (the main one I'm missing that seemed important was groove, and I need to test some ideas on how to do that without spamming timer change commands everywhere.)

    Turns out that the way I'm doing timing still provides enough precision to make effects sound very similar, though maybe in the future I could add an option to lose some note duration precision to gain more effect precision.

    Code: github.com/NovaSquirrel/fur2ta

    #snesdev

  14. SNES Development Game Jam, now running until 9the September 2025. Check out the rules and join!

    itch.io/jam/snesdev-2025

    #snesdev #2025 #gamejam #dev #compo

  15. Here's this game so far! It's a top-down shooter controlled with the SNES mouse, though you can use a normal controller too, and it involves cute critters piloting remote control hovercraft toys with cannons. It's a sequel to novasquirrel.itch.io/sliding-b but this time I want to take a more sincere and character focused approach rather than making it a joke filled with Billy Mays references.

    Aiming for a toy aesthetic here, so the obstacles are wooden blocks, and I'm intending on having the background look like a city rug with roads and such.

    #snes #snesdev #homebrew #gamedev

  16. @wyatt It'd probably be an interesting MCU project to build an adapter from quadrature output to the 32-bit SPI-like protocol of a Super NES Mouse for use with games like Mario Paint and Thwaite.

    #SNESdev #MarioPaint #mouse #SNES #SPI #MCU

  17. @chriscovell @asie @wyatt In the case of SNES, it doesn't help that a lot of productions are mods of Super Mario World. Hiding on Discord lets them hide from Google and thereby hide from Nintendo ninjas.

    #snesdev #SuperMarioWorld #smwhacking

  18. @wyatt I'm curious which console's homebrew scene you're subposting about. The communities I'm in use a standard protocol.

    - NES: phpBB forum with a spin-off Discord server
    - Super NES: phpBB forum with a spin-off Discord server
    - Master System and Game Gear: phpBB forum with a spin-off Discord server
    - Game Boy: Discord server bridged to IRC
    - Game Boy Advance: Discord server bridged to IRC

    #IRC #phpBB #Discord #homebrew #nesdev #snesdev #gbadev #gbadev #smspower