Programando para o SNES — Aula...


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Introducing version 0.3.0 of the Terrific Audio Driver (a homebrew SNES MML based audio driver).
https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.3.0
This version does not add new features, instead I made 2 major back end changes: The audio driver has been ported to spc-700 assembly and tad-gui now uses the cpal crate to play audio.
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.
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-basic
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.
Getting back into snesdev with a new side project, an spc700 assembler.
This assembler will make compiling Terrific Audio Driver a lot easier.
I'm off to a good start, it can currently assemble a single instruction inside unit tests.
New blog post:
A wordy overview and retrospective on the homebrew SNES game engine I used for my 2025 SNESDEV game jam submission.
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.