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

I have released a new public beta of my SNES homebrew audio driver. https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.2.0-beta.1

This beta moves `_` and `__` transpose MML commands out of the MML compiler and into the audio driver, so the semitone offset will affect loops and subroutines.

#snesdev #spc700

I've added a transpose setting to my SNES audio driver.
Subroutines and loops can now be played with different semitone offsets.
Bytecode assembly only, the MML compiler changes have not been coded yet.

#snesdev #spc700