undisbeliever
undisbeliever.bsky.social
undisbeliever
@undisbeliever.bsky.social
Slowly, slowly making a Super Nintendo game
Pinned
My entry in the 2025 SNESDEV game jam is complete.

undisbeliever.itch.io/space-rescue...

#snesdev #snes
Space Rescue Squad by undisbeliever
A homebrew SNES platformer game
undisbeliever.itch.io
I have released a 2nd beta of my SNES audio driver.

It adds transpose analysis to the compiler to detect all out-of-range notes caused by driver transpose.

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

github.com/undisbelieve...

#snesdev #spc700
Release Version 0.2.0 beta 2 · undisbeliever/terrific-audio-driver
Version 0.2.0 beta 2 This testing release adds 2 transpose analysis passes to the MML compiler, allowing it to detect out-of-range notes caused by driver-transpose. It also changes the bytecode fo...
github.com
November 30, 2025 at 10:48 PM
Reposted by undisbeliever
Super Storm Buster : demo Boss
YouTube video by Kannagichan
www.youtube.com
October 17, 2025 at 9:40 PM
I have released a new public beta build of my SNES homebrew audio driver. github.com/undisbelieve...

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
Release Version 0.2.0 beta · undisbeliever/terrific-audio-driver
This beta build was released to open the new _ and __ transpose behaviour for public testing. It is not fully implemented yet. If a song uses _ or __ transpose then portamento pitch calculations a...
github.com
October 6, 2025 at 7:16 AM
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
October 3, 2025 at 9:15 AM
Reposted by undisbeliever
Extending my Furnace to Terrific Audio Driver project so that it can also accept Impulse Tracker files wasn't too difficult, though there's still work to do and everything needs to be tested. Internally it converts the file to Furnace-style representation and then converts again to MML.
September 9, 2025 at 5:48 PM
Reposted by undisbeliever
Here's my #SNES mouse-controlled shooter game so far! It's definitely far from being 100% done, but it's in a state where I feel comfortable showing it off and having people try it out! Multiplayer and regular controllers are supported.

forums.nesdev.org/viewtopic.ph...

#gamedev #snesdev #homebrew
September 6, 2025 at 6:05 PM
My entry in the 2025 SNESDEV game jam is complete.

undisbeliever.itch.io/space-rescue...

#snesdev #snes
Space Rescue Squad by undisbeliever
A homebrew SNES platformer game
undisbeliever.itch.io
September 6, 2025 at 2:30 PM
Reposted by undisbeliever
Here's an upcoming #SNES beat'em up that might be worth keeping on you radar:

"Triple Impact"
By DigiFox

It's still somewhat early in development but so far it's already looking really atmospheric with some solid sprite work.

#retro #homebrew #indiedev #retrodev #SNESDev #gaming
#retrogaming
July 29, 2025 at 3:39 AM
Today I drew the player sprite in safety orange.
The deadline for the game jam is going to be tight (5 days to go).
#snesdev
September 1, 2025 at 11:43 AM
Added two enemies that shoot projectiles to my game.
The only enemy left to code is the boss.
#snesdev
August 22, 2025 at 12:03 PM
Yesterday I finished a playtest build of my SNES game

I'm one step closer to releasing a game.

Lots of stuff I've got to do in 2 weeks: Enemy projectiles, enemy graphics, boss, title screen, game over screen, pause screen, credits, and more levels.

#snesdev
August 22, 2025 at 12:17 AM
SNESdev daily log 1:
Finished drawing the tileset.
I ran out of time (if I'm to meet my self-imposed deadlines) but this is a good place to stop.
I wasn't able to come up with a left/right wall design, it's just a 2px black border.
(Pink is transparent and dark-magenta are unused tiles).
August 15, 2025 at 10:53 AM
SNESdev daily log 1:
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
August 6, 2025 at 11:30 AM
#snesdev daily log 2 - 9:
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
July 31, 2025 at 10:39 AM
Sorry for the lack of updates. I've been without Internet for the last week and do not know when it will be fixed.

On the plus side - I have been documenting and re-analysing my automatic joypad tests (1 or 2 a day) instead of watching YouTube.
July 31, 2025 at 10:35 AM
Reposted by undisbeliever
I really wanted my small SNES game to have smarter pathfinding than just moving randomly or just using atan2. I looked at some 90s game dev magazines for advice but it looks like Dijkstra maps work great and let me reuse work across many enemies if I want.
#gamedev #snesdev #homebrew
July 24, 2025 at 10:30 PM
SNESdev daily log 1:
Found the motivation to overcome my procrastination.
Added a player melee attack to the game.
July 23, 2025 at 10:59 PM
Reposted by undisbeliever
July 11, 2025 at 7:38 PM
No snesdev last night. I got overwhelmed by the amount of stuff I have to do over the next two months.

Time to reset the snesdev daily log counter.
July 4, 2025 at 11:42 PM
Reposted by undisbeliever
Recently on my small #SNES mouse game, I've been working on implementing enemies, and I have a whole bunch of silly ideas. Now it feels significantly more game-like (though I still need to implement player/enemy collision so there's actual risk).

#gamedev #snesdev #homebrew
July 3, 2025 at 2:37 PM
SNESdev daily log 5 & 6 & 7:
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
July 3, 2025 at 12:13 PM
SNESdev daily log 4:
Coded a very basic enemy that turns around when it touches a wall.
June 30, 2025 at 10:54 PM
SNESdev daily log 3:
Added ladders to the game
#snesdev
June 29, 2025 at 12:13 PM
SNESdev daily log 2:
Sketched a few level designs in a sketchbook.
Converted hard-coded constants into a structure of arrays table so walk and run have different movement values.
June 28, 2025 at 10:19 PM
SNESdev daily log 1:
- Panicked about my lack of progress in my snesdev game jam game
- Brainstormed and sketched the enemies I want in my game (instead of keeping them locked up in my head)
June 27, 2025 at 11:30 PM