@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.
@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.
@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.
@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
I have released v0.1.0 of homebrew SNES audio driver.
This release adds new echo instructions to audio driver, left/right channel invert and cleans up the 65816 API.
I'm also declaring the MML & bytecode assembly stable. I'm not going to change the current syntax/behavior unless there is a very good reason to do so.
https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.1.0
Any of you have a SNES with a flash cart? The SNES scientists would like to do some science. https://nextcloud.tas.bot/index.php/apps/forms/s/TJDiEwP6J7HFfYbPRw4A7dHN
They need a screenshot at power-on and another screenshot after a few minutes, to see if it changes.
Late, but here is my #followfriday:
#literature #scifi #fantasy
@mjohnharrison
#classicgames
@JoeSiegler
@ThatTomHall
@DelaneyKing
#pointnclick
@wadjeteyegames
@shaunaitcheson
@cosmicvoid
#retro
@days_danilo
@yin
@thaisweiller
#snes #snesdev
@PinoBatch
@nikku4211
@undisbeliever
#imsim
@lcsoft420
@Peripeteia
@fortunesrun
#art #illustration #drawing
@PedroMusacchio
#indiedev
@hobocatgames
@PhoenixGP_JP
@TheChriggu
@GhostCreativeStudio
@jeremyc
@MenacingMecha
Spent some time thinking about a way to render a big wave using hdma that could work with #snesdev
@skyboygames It's good, but I think I prefer direct page.
#snesdev Y'all should know what this is.
Released v0.0.16 of my Terrific Audio Driver https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.0.16
This early release fixes a major state tracking bug that can caused dropped portamento notes.
It also adds more pitch MML commands, a portamento-pitch instruction, single-note MML portamentos and a `?@` subroutine instrument hint command.
#snesdev
I'm working on my unnamed SNES game again.
GOAL: Release a demo by the end of February 2025 as practice for the upcoming 2025 snesdev game jam.
Step 1: Wipe the dungeon rooms and graphics.
Step 2: Sketch new level and overworld ideas while listening to the soundtrack @KungFuFurby generously wrote for my game.
#snesdev
Add tremolo (volume amplitude modulation) to my SNES audio driver.
#snesdev
My #SNES game handles levels in an abstract way, with things like "get level pointer for these coordinates" handled via a function pointer I can change around. That lets me have both horizontal (256x32 blocks, 2 layers) and (32x256 blocks, 2 layers), and I'm playing with seeing what else I can do with that.
Here's a 256x64 single layer level, repurposing the same 32K of space the other two modes use. I could continue on and implement lots of other permutations but I'll wait until I actually need them.
I've published a new release of my SNES audio driver.
This release fixes an unintended 1-tick delay in portamento and adds a minimum-ticks parameter to early-release.
https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.0.13
I've released v0.0.12 of my SNES audio driver.
This new release adds 3 new ways to manipulate the GAIN envelope, each designed to simplify custom release envelopes.
https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.0.12
I've written a blog post about how I tested my SNES controllers by writing a test ROM that rapidly reads the controller data every scanline to detect button stability and measure contact bounce.
https://undisbeliever.net/blog/20240929-joypad-bounce-tests.html
SNESdev daily log 25:
Wrote a test ROM that reads and displays 12 bits of joypad data every scanline.
I was curious about the state of my controllers.
I knew the start/select buttons on this controller are bad. The two purple lines show lots of bouncing and unstable output.
This test also confirms I have phantom inputs on the d-pad. In the 3rd image I'm only pressing left and down is briefly and unstably illuminated.
(screenshots recorded on my 1-chip Super Famicom console)
I have finally released a new build of my unnamed-snes-game.
This release adds music by KungFuFurby and fixes the two oldest bugs in the game.
(For those who have played my previous demo - the dungeon and the enemies are unchanged.)
https://github.com/undisbeliever/unnamed-snes-engine/releases/tag/tech-demo-alpha-v3
Oh gosh what am I doing?
#snesdev #snes #retrogamedev #promotionng
SNESdev daily log 1:
Increased the number of music channels from 6 to 8.
When a sound effect is playing, music channels G and/or H will be ducked (temporally muted).
#snesdev
I finally went through and updated all the player graphics in my game. I've had some tweaks I wanted to make for awhile but updating every animation definitely takes a bit! I'd like to maybe make her look more expressive later too, and add tail more movement.