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

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.

#snesdev #gbdev #gamedev

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.

#snesdev

New blog post:
A wordy overview and retrospective on the homebrew SNES game engine I used for my 2025 SNESDEV game jam submission.

https://undisbeliever.net/blog/20260219-srs-engine.html

#snesdev

2025 SNESDEV Game Jam Postmortem: The engine

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

Monster Farm Jump homebrew #SNES tech demo based on PlayStation 1 game #retrodev #snesdev #retrogaming

Monster Farm Jump - SNES-Testb...
Monster Farm Jump - SNES-Testberichte.de - Prototyp eines PSX Ports

Dieses für Playstation erschienene Spiel wollte jemand für Super Nintendo portieren, doch Monster Farm Jump wurde leider nie vervollständigt

SNES-Testberichte.de
Werner Flaschbier - SNES-Testberichte.de - SNES-Portierung des C64 Klassikers

Nach 40 Jahren erhält Werner Flaschbier seine SNES-Portierung und kann uns nun mit seinem Schwierigkeitsgrad frustrieren.

SNES-Testberichte.de
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

Announcing v0.2.0 of my homebrew SNES audio driver.

This release stabilises the 2 breaking changes I made to the audio driver months ago (in the beta releases). It also fixes a lot of small bugs and items I had on my ever growing todo list.

https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.2.0

#snesdev #spc700

Release Version 0.2.0 · undisbeliever/terrific-audio-driver

This release stabilises the _ and __ MML transpose breaking change, the _{} change key signature command and the new 16-bit countdown timer from v0.2.0 beta releases. Changes (since v0.1.1) BREAKIN...

GitHub

I have released a second public beta of my SNES homebrew audio driver.
This beta add transpose analysis to the MML compiler to detect all out-of-range notes caused by driver transpose.

I've also rewritten the timer code to increase the maximum bytecode sleep duration to 65535 ticks.

https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.2.0-beta.2

I aim to release v0.2.0 before the end of the year. I have 80 small things and bugs left to do on my checklist.

#snesdev #spc700