Michel Iwaniec
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michel-iwaniec.bsky.social
Michel Iwaniec
@michel-iwaniec.bsky.social
Ancient NES geek back in action.
Maintainer of NES backend for GBDK-2020.
Maintainer of "BB Studio" (NES hack of GB Studio)
Yep. SMB3 could have been done without glitches had it used horizontal layout... and a bit more clever handling of the tilemap and the status bar.
(for example, adding some blanked lines in overscan / status bar, and use an unusual tilemap height facilitated by IRQ splits at an arbitrary scanline)
May 20, 2025 at 9:15 PM
For an in-depth explanation of the reasons why these kind of scrolling seams appear in NES games, check out the excellent video by @rgmechex.com

www.youtube.com/watch?v=wfrN...
The Nintendo Entertainment System's Loading Seam
YouTube video by Retro Game Mechanics Explained
www.youtube.com
May 20, 2025 at 2:33 PM
Single-screen layout will remain the default. 8bit coordinates provide better compatibility with GBDK games targeting GB/GG/SMS.

It also means less memory / CPU cycles, which can be important savings.

But if you really want to avoid seams, there will now be options.

#gbdk-2020 #nesdev #gbstudio
May 20, 2025 at 2:32 PM
Looking great so far! Love the use of sub-palette details in that level. 🤩
May 4, 2025 at 12:40 PM
Not quite yet - but the next release should have it :)
April 5, 2025 at 7:53 PM
Looks like first few banks were reserved in gbspack parameters and went unused for auto-banking purposes. An over-conservative change I did a while back to make fixed banks work.

That's fixed now, so SampleProject is back to 256kB, and future BBS versions will have some more bank space freed up.
February 11, 2025 at 12:34 AM
Hmm, nope. And the reason is probably that it's connected to the built-in debugger. 😐
This is part of the built-in emulator and its API, and will be quite a task to re-create for Mesen. Definitely should happen at some point though.
February 8, 2025 at 1:35 AM
Hmm, jag är också väldigt grön angående hur det här "microbloggandet" är menat att funka... men jag har fått uppfattningen att de plattformarna handlar mer om att promota sina grejjer (/sig själv), och hålla lite koll på vad som händer inom XYZ. Inte så mycket för att organisera sociala saker IRL 😅
January 26, 2025 at 9:59 PM
Also, plugins that replace engine code can potentially replace it with sm83 assembly code as well, making them fundamentally unportable without re-writing all that code in 6502 assembly code (not an easy task)

But I don't know how many plugins do or don't do this. The plugin system is new to me :)
January 10, 2025 at 1:46 AM
Some will work ok...

But plugins replacing engine code can easily break.

Especially ATM because I had to make a lot of optimizations to the engine (particularly platform module) to make it run smoother on NES.

And those optimizations are still BB Studio-only and not merged back to vanilla yet.
January 10, 2025 at 1:44 AM
Other highlights:
* Preliminary support for logo scenes to show full-screen pictures with no tile limits.

* Support for MacOS (unsigned app, recommend to start it from command-line)

* Tempo mode (FamiStudio tempo vs FamiTracker tempo) can now be set from UI.
January 9, 2025 at 3:40 AM
Bugfixes:
Fixed bug with vm_load_palette incorrectly interpreting colors.

Fixed bug with VM_RPN instruction being broken for user-supplied GBVM scripts.

Fixed bug with music compilation failing when path contains whitespace.
January 9, 2025 at 3:39 AM
UI updates:
* New dedicated NES color picker to make sure you get the exact colors you want.

* UI rendering in app now reflects NES limitation of common-background-color taken from first sub-palette.

* Dialogue and Menu preview in UI now shows NES size instead of GB size.
January 9, 2025 at 3:38 AM
Probably not yet. I see what I can do. Maybe the most important thing is changing the rendering of the scenes to match how it looks on NES.
I also do have some ideas for how to make sub-palettes more intuitive... but it's probably best to run them past Chris Maltby when he's back from vacation :)
December 24, 2024 at 3:53 PM