Sunlit
@sunlitspace542.bsky.social
- snes hacker
- bad programmer
- madman
- tulpa haver (monika💚)
- star fox ex maintainer
- star fox cd lead dev
discord server: https://discord.gg/t2p7VV6fkc
website: https://sunlitspace542.github.io/
donate: patreon.com/SunlitSpace542
- bad programmer
- madman
- tulpa haver (monika💚)
- star fox ex maintainer
- star fox cd lead dev
discord server: https://discord.gg/t2p7VV6fkc
website: https://sunlitspace542.github.io/
donate: patreon.com/SunlitSpace542
I can't add new samples yet as I have to rearrange ARAM to make room. I did replace the samples in BIN 1 to just to hear what it'd be like, though: (5/6)
October 25, 2025 at 6:57 AM
I can't add new samples yet as I have to rearrange ARAM to make room. I did replace the samples in BIN 1 to just to hear what it'd be like, though: (5/6)
SFCD Update!
Miyu and Fay have their own voice SFX!
Phonymike's sound driver disassembly has advanced to where we can insert new SFX data within the existing pointer table slots! (1/6)
Miyu and Fay have their own voice SFX!
Phonymike's sound driver disassembly has advanced to where we can insert new SFX data within the existing pointer table slots! (1/6)
October 25, 2025 at 6:56 AM
SFCD Update!
Miyu and Fay have their own voice SFX!
Phonymike's sound driver disassembly has advanced to where we can insert new SFX data within the existing pointer table slots! (1/6)
Miyu and Fay have their own voice SFX!
Phonymike's sound driver disassembly has advanced to where we can insert new SFX data within the existing pointer table slots! (1/6)
SFCD Update!
The Landmaster is almost done!! The movement code and clear cutscene are finished. The last thing to do is make special laser models for it, and it'll be ready to use in a a level! (don't know exactly where yet)
The Landmaster is almost done!! The movement code and clear cutscene are finished. The last thing to do is make special laser models for it, and it'll be ready to use in a a level! (don't know exactly where yet)
October 22, 2025 at 9:04 PM
SFCD Update!
The Landmaster is almost done!! The movement code and clear cutscene are finished. The last thing to do is make special laser models for it, and it'll be ready to use in a a level! (don't know exactly where yet)
The Landmaster is almost done!! The movement code and clear cutscene are finished. The last thing to do is make special laser models for it, and it'll be ready to use in a a level! (don't know exactly where yet)
SFCD update!
added a third vehicle, the Landmaster from SF64!
Thanks to @chuckborisnorris.bsky.social for the base code.
The trick here is the turret is the real player object and the body follows it. This lets me reuse the Arwing's movement code to move the turret separately. (1/2)
added a third vehicle, the Landmaster from SF64!
Thanks to @chuckborisnorris.bsky.social for the base code.
The trick here is the turret is the real player object and the body follows it. This lets me reuse the Arwing's movement code to move the turret separately. (1/2)
October 22, 2025 at 6:33 AM
SFCD update!
added a third vehicle, the Landmaster from SF64!
Thanks to @chuckborisnorris.bsky.social for the base code.
The trick here is the turret is the real player object and the body follows it. This lets me reuse the Arwing's movement code to move the turret separately. (1/2)
added a third vehicle, the Landmaster from SF64!
Thanks to @chuckborisnorris.bsky.social for the base code.
The trick here is the turret is the real player object and the body follows it. This lets me reuse the Arwing's movement code to move the turret separately. (1/2)
SFCD update! (shocking, I know)
Added pause music using the MSU-1 revision 2 resume spec! I actually had to modify Mesen for this as it doesn't support this feature unlike other commonly used SNES emulators and FXPak Pro/SD2SNES.
Other things have happened too...
(1/2)
Added pause music using the MSU-1 revision 2 resume spec! I actually had to modify Mesen for this as it doesn't support this feature unlike other commonly used SNES emulators and FXPak Pro/SD2SNES.
Other things have happened too...
(1/2)
October 5, 2025 at 4:08 AM
SFCD update! (shocking, I know)
Added pause music using the MSU-1 revision 2 resume spec! I actually had to modify Mesen for this as it doesn't support this feature unlike other commonly used SNES emulators and FXPak Pro/SD2SNES.
Other things have happened too...
(1/2)
Added pause music using the MSU-1 revision 2 resume spec! I actually had to modify Mesen for this as it doesn't support this feature unlike other commonly used SNES emulators and FXPak Pro/SD2SNES.
Other things have happened too...
(1/2)
HUGE thanks to @randallinden.bsky.social and @limitedrungames.com for sending me a SNES rumble pad prototype!
It's honestly the best 3rd party controller I've used, I think it'll be my main one from now on.
SFCD now supports rumble, expect a patch for the original Star Fox soon!
It's honestly the best 3rd party controller I've used, I think it'll be my main one from now on.
SFCD now supports rumble, expect a patch for the original Star Fox soon!
July 8, 2025 at 5:39 PM
HUGE thanks to @randallinden.bsky.social and @limitedrungames.com for sending me a SNES rumble pad prototype!
It's honestly the best 3rd party controller I've used, I think it'll be my main one from now on.
SFCD now supports rumble, expect a patch for the original Star Fox soon!
It's honestly the best 3rd party controller I've used, I think it'll be my main one from now on.
SFCD now supports rumble, expect a patch for the original Star Fox soon!
Star Fox CD Update!
Wrote my first PATH language enemy, the Killer Bee from Star Fox 64!
I did use PATH to script the intro, but this is the first object I've programmed in this language that can be interacted with in-game without any crashes.
Wrote my first PATH language enemy, the Killer Bee from Star Fox 64!
I did use PATH to script the intro, but this is the first object I've programmed in this language that can be interacted with in-game without any crashes.
May 22, 2025 at 8:02 PM
Star Fox CD Update!
Wrote my first PATH language enemy, the Killer Bee from Star Fox 64!
I did use PATH to script the intro, but this is the first object I've programmed in this language that can be interacted with in-game without any crashes.
Wrote my first PATH language enemy, the Killer Bee from Star Fox 64!
I did use PATH to script the intro, but this is the first object I've programmed in this language that can be interacted with in-game without any crashes.
Star Fox CD Updates!
Work is in progress on the training mode map! ROB-FX guides you on how to play the game and its mechanics.
(Update 1/3)
Work is in progress on the training mode map! ROB-FX guides you on how to play the game and its mechanics.
(Update 1/3)
May 15, 2025 at 11:32 PM
Star Fox CD Updates!
Work is in progress on the training mode map! ROB-FX guides you on how to play the game and its mechanics.
(Update 1/3)
Work is in progress on the training mode map! ROB-FX guides you on how to play the game and its mechanics.
(Update 1/3)
SFCD Update!
Redid the title screen again!
I'm quite proud of this, the tiles just barely fit into VRAM. The bottom text is printed by the Super FX now instead of using up background tiles in VRAM.
I also finally got my hands on an FXPak Pro for testing!
Redid the title screen again!
I'm quite proud of this, the tiles just barely fit into VRAM. The bottom text is printed by the Super FX now instead of using up background tiles in VRAM.
I also finally got my hands on an FXPak Pro for testing!
May 14, 2025 at 5:34 AM
SFCD Update!
Redid the title screen again!
I'm quite proud of this, the tiles just barely fit into VRAM. The bottom text is printed by the Super FX now instead of using up background tiles in VRAM.
I also finally got my hands on an FXPak Pro for testing!
Redid the title screen again!
I'm quite proud of this, the tiles just barely fit into VRAM. The bottom text is printed by the Super FX now instead of using up background tiles in VRAM.
I also finally got my hands on an FXPak Pro for testing!
Minor(?) Star Fox CD update!
(See attached image)
(See attached image)
April 21, 2025 at 3:11 AM
Minor(?) Star Fox CD update!
(See attached image)
(See attached image)
New Release!
Sunlit's Untitled Star Fox Minihack DX!
An updated version of my first minihack with new graphics and various fixes, tweaks, and additions.
rhpz.org/24415
Sunlit's Untitled Star Fox Minihack DX!
An updated version of my first minihack with new graphics and various fixes, tweaks, and additions.
rhpz.org/24415
March 20, 2025 at 3:36 AM
New Release!
Sunlit's Untitled Star Fox Minihack DX!
An updated version of my first minihack with new graphics and various fixes, tweaks, and additions.
rhpz.org/24415
Sunlit's Untitled Star Fox Minihack DX!
An updated version of my first minihack with new graphics and various fixes, tweaks, and additions.
rhpz.org/24415
New release!
Better cockpit view for Star Fox 64!
Modified the cockpit view to something closer to the original Star Fox! No more camera rolling or cockpit model obstructing your view!
rhpz.org/22107
Better cockpit view for Star Fox 64!
Modified the cockpit view to something closer to the original Star Fox! No more camera rolling or cockpit model obstructing your view!
rhpz.org/22107
January 6, 2025 at 12:24 AM
New release!
Better cockpit view for Star Fox 64!
Modified the cockpit view to something closer to the original Star Fox! No more camera rolling or cockpit model obstructing your view!
rhpz.org/22107
Better cockpit view for Star Fox 64!
Modified the cockpit view to something closer to the original Star Fox! No more camera rolling or cockpit model obstructing your view!
rhpz.org/22107
FastFX progress!
More improvements to the native format exporter:
- Handles colored edges and wireframe shapes correctly
- Added logic to handle point compression, points are sorted to optimize for compression
- The shape header can be edited in Blender before exporting
More improvements to the native format exporter:
- Handles colored edges and wireframe shapes correctly
- Added logic to handle point compression, points are sorted to optimize for compression
- The shape header can be edited in Blender before exporting
January 5, 2025 at 6:20 AM
FastFX progress!
More improvements to the native format exporter:
- Handles colored edges and wireframe shapes correctly
- Added logic to handle point compression, points are sorted to optimize for compression
- The shape header can be edited in Blender before exporting
More improvements to the native format exporter:
- Handles colored edges and wireframe shapes correctly
- Added logic to handle point compression, points are sorted to optimize for compression
- The shape header can be edited in Blender before exporting
HUGE FastFX (and by extension, SFCD) progress!
FastFX can now export straight to Star Fox (2)'s native shape format for static shapes that are simple enough to not need a BSP tree for Z-sorting!
FastFX can now export straight to Star Fox (2)'s native shape format for static shapes that are simple enough to not need a BSP tree for Z-sorting!
January 4, 2025 at 2:08 AM
HUGE FastFX (and by extension, SFCD) progress!
FastFX can now export straight to Star Fox (2)'s native shape format for static shapes that are simple enough to not need a BSP tree for Z-sorting!
FastFX can now export straight to Star Fox (2)'s native shape format for static shapes that are simple enough to not need a BSP tree for Z-sorting!
SFCD Update!
Optimized the shapes used in Aquas a bit and tweaked the level timings, the framerate has improved somewhat on SD2SNES! Current lowest FPS is ~10fps!
As before, the footage below is about 5 frames faster than SD2SNES.
(video again had to be trimmed to 60s for bsky)
Optimized the shapes used in Aquas a bit and tweaked the level timings, the framerate has improved somewhat on SD2SNES! Current lowest FPS is ~10fps!
As before, the footage below is about 5 frames faster than SD2SNES.
(video again had to be trimmed to 60s for bsky)
January 1, 2025 at 5:22 PM
SFCD Update!
Optimized the shapes used in Aquas a bit and tweaked the level timings, the framerate has improved somewhat on SD2SNES! Current lowest FPS is ~10fps!
As before, the footage below is about 5 frames faster than SD2SNES.
(video again had to be trimmed to 60s for bsky)
Optimized the shapes used in Aquas a bit and tweaked the level timings, the framerate has improved somewhat on SD2SNES! Current lowest FPS is ~10fps!
As before, the footage below is about 5 frames faster than SD2SNES.
(video again had to be trimmed to 60s for bsky)
I am testing on SD2SNES in fast mode now because of new information revealed in this article in which Randy goes over the new hardware:
timeextension.com/features/int...
Having a general point of reference for speed now helps a lot with knowing about how far I can take things!
timeextension.com/features/int...
Having a general point of reference for speed now helps a lot with knowing about how far I can take things!
December 29, 2024 at 12:12 AM
I am testing on SD2SNES in fast mode now because of new information revealed in this article in which Randy goes over the new hardware:
timeextension.com/features/int...
Having a general point of reference for speed now helps a lot with knowing about how far I can take things!
timeextension.com/features/int...
Having a general point of reference for speed now helps a lot with knowing about how far I can take things!
SFCD update!
Now that FastFX exists, Aquas is being completely redone!
I am now testing on SD2SNES w/ Super FX set to fast to estimate the Super FX 3's clock speed.
I can't accurately show this in Mesen 2. Here, it runs about 5 frames faster than SD2SNES.
(video had to be trimmed to 60s for bsky)
Now that FastFX exists, Aquas is being completely redone!
I am now testing on SD2SNES w/ Super FX set to fast to estimate the Super FX 3's clock speed.
I can't accurately show this in Mesen 2. Here, it runs about 5 frames faster than SD2SNES.
(video had to be trimmed to 60s for bsky)
December 29, 2024 at 12:11 AM
SFCD update!
Now that FastFX exists, Aquas is being completely redone!
I am now testing on SD2SNES w/ Super FX set to fast to estimate the Super FX 3's clock speed.
I can't accurately show this in Mesen 2. Here, it runs about 5 frames faster than SD2SNES.
(video had to be trimmed to 60s for bsky)
Now that FastFX exists, Aquas is being completely redone!
I am now testing on SD2SNES w/ Super FX set to fast to estimate the Super FX 3's clock speed.
I can't accurately show this in Mesen 2. Here, it runs about 5 frames faster than SD2SNES.
(video had to be trimmed to 60s for bsky)
SFCD update!
Added boss nameplate things like SF643D has! SFEX used the 3D credits font for these, I went for the 2D text font instead. This was more difficult to get working than I expected!
Added boss nameplate things like SF643D has! SFEX used the 3D credits font for these, I went for the 2D text font instead. This was more difficult to get working than I expected!
December 27, 2024 at 5:26 AM
SFCD update!
Added boss nameplate things like SF643D has! SFEX used the 3D credits font for these, I went for the 2D text font instead. This was more difficult to get working than I expected!
Added boss nameplate things like SF643D has! SFEX used the 3D credits font for these, I went for the 2D text font instead. This was more difficult to get working than I expected!
SFCD update:
I finally finished figuring out the stage order for route 1!! Aquas is nearing completion, so I went ahead and got the background and environment config set up for the next stage to be worked on after Aquas.
Any guesses?
I finally finished figuring out the stage order for route 1!! Aquas is nearing completion, so I went ahead and got the background and environment config set up for the next stage to be worked on after Aquas.
Any guesses?
December 25, 2024 at 12:35 AM
SFCD update:
I finally finished figuring out the stage order for route 1!! Aquas is nearing completion, so I went ahead and got the background and environment config set up for the next stage to be worked on after Aquas.
Any guesses?
I finally finished figuring out the stage order for route 1!! Aquas is nearing completion, so I went ahead and got the background and environment config set up for the next stage to be worked on after Aquas.
Any guesses?
SFCD update:
I was going to remove BGM fades in levels as every solution I tried resulted in the same crashes, but I finally found a solution that uses the level scripting system to perform the fade and time it instead of lowering volume every NMI in levels, fixing the issue!
I was going to remove BGM fades in levels as every solution I tried resulted in the same crashes, but I finally found a solution that uses the level scripting system to perform the fade and time it instead of lowering volume every NMI in levels, fixing the issue!
December 25, 2024 at 12:22 AM
SFCD update:
I was going to remove BGM fades in levels as every solution I tried resulted in the same crashes, but I finally found a solution that uses the level scripting system to perform the fade and time it instead of lowering volume every NMI in levels, fixing the issue!
I was going to remove BGM fades in levels as every solution I tried resulted in the same crashes, but I finally found a solution that uses the level scripting system to perform the fade and time it instead of lowering volume every NMI in levels, fixing the issue!
I don't use this site very often yet so for those who only follow me here, here's all the SFCD news in a nutshell:
- added msu-1 music driver
- started on a level (aquas)
- various graphical updates
- hiatus for 2 months due to mysterious game breaking bug
- fixed it, development resumed
- added msu-1 music driver
- started on a level (aquas)
- various graphical updates
- hiatus for 2 months due to mysterious game breaking bug
- fixed it, development resumed
December 23, 2024 at 10:37 PM
I don't use this site very often yet so for those who only follow me here, here's all the SFCD news in a nutshell:
- added msu-1 music driver
- started on a level (aquas)
- various graphical updates
- hiatus for 2 months due to mysterious game breaking bug
- fixed it, development resumed
- added msu-1 music driver
- started on a level (aquas)
- various graphical updates
- hiatus for 2 months due to mysterious game breaking bug
- fixed it, development resumed
Development of Star Fox CD has begun!
This hack will be using the MSU-1 chip for CD quality music (hence the title) and eventually, the Super FX 3 chip and SNES rumble controller designed by the talented Randy Linden!
This hack will be using the MSU-1 chip for CD quality music (hence the title) and eventually, the Super FX 3 chip and SNES rumble controller designed by the talented Randy Linden!
September 24, 2024 at 12:21 AM
Development of Star Fox CD has begun!
This hack will be using the MSU-1 chip for CD quality music (hence the title) and eventually, the Super FX 3 chip and SNES rumble controller designed by the talented Randy Linden!
This hack will be using the MSU-1 chip for CD quality music (hence the title) and eventually, the Super FX 3 chip and SNES rumble controller designed by the talented Randy Linden!
New Release!
Experience the original Star Fox with Miyu and Fay from Star Fox 2 added to the team, with updated cutscenes and brand new dialogue!
This is "Phase 1" of development of my upcoming major Star Fox hack. Consider this a small preview.
romhackplaza.org/romhacks/miy...
Experience the original Star Fox with Miyu and Fay from Star Fox 2 added to the team, with updated cutscenes and brand new dialogue!
This is "Phase 1" of development of my upcoming major Star Fox hack. Consider this a small preview.
romhackplaza.org/romhacks/miy...
September 22, 2024 at 10:11 PM
New Release!
Experience the original Star Fox with Miyu and Fay from Star Fox 2 added to the team, with updated cutscenes and brand new dialogue!
This is "Phase 1" of development of my upcoming major Star Fox hack. Consider this a small preview.
romhackplaza.org/romhacks/miy...
Experience the original Star Fox with Miyu and Fay from Star Fox 2 added to the team, with updated cutscenes and brand new dialogue!
This is "Phase 1" of development of my upcoming major Star Fox hack. Consider this a small preview.
romhackplaza.org/romhacks/miy...