egg boy color
eggboycolor.bsky.social
egg boy color
@eggboycolor.bsky.social
Hi, I'm Andy! I make pixels, cute games, and NES/GBC homebrew. Let's be friends! they/them
Here's a visualization showing the communication between the GB and SNES of this custom SGB driver. Later in this video, it shows a slowed down preview with a Mesen Lua script visualizing of how the GB-produced buffers are being synchronized to the SNES.
June 2, 2025 at 6:54 AM
Here's a Super Game Boy enhancement driver I need to finish some day. It uses a circular buffer in VRAM to communicate with the SNES at 60fps via a combination of command data and per-frame data, rather than joypad packets. This particular version allowed a Game Boy game to reuse Game Boy Color art.
June 2, 2025 at 6:47 AM
another pixel scribble. this one uses 4 colors
June 2, 2025 at 3:52 AM
grassy swamp adventure.

12 colors. it was made to look like a "pixel painting" of sorts. I didn't end up cleaning this piece up fully before I moved on with it, but this was still a fun exercise!
May 28, 2025 at 7:53 PM
I prototyped a shmup in Picotron at one point. I was still trying to come up with enemies. To test, I randomized wave arrangements until I did stage design. It was fun to put together some of the HUD and animation effects in this. I had plans for a 3x3 "powerup grid" with mix-and-match equipment.
May 28, 2025 at 7:44 AM
Mocked up a little single-screen "bub-like". with Game Boy Color and original Game Boy versions! Much like Bubble Bobble, I wanted to design it so that the tile pattern for the walls can be easily swapped while sharing common "fake 3D" edges. Meanwhile backdrops could be more detailed.
May 27, 2025 at 1:49 AM
here's a top-down 3D thing I was making earlier this year. I made a game-engine on top of Zig and SDL. Among other stuff, it supported batched triangle meshes, billboard sprites, rich-formatted pixel fonts, render targets+shaders, keyboard/gamepad input+custom binding, cross-platform desktop builds.
May 26, 2025 at 7:01 PM