undisbeliever
undisbeliever.bsky.social
undisbeliever
@undisbeliever.bsky.social
Slowly, slowly making a Super Nintendo game
The beta also adds a `_{}` change key signature MML command.
October 6, 2025 at 7:17 AM
A demonstration of the new transpose behaviour.
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
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
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
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 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
SNESdev daily log 6:
Wrote a python script that uses usb2snes to extract the smpspeed test results out of the VRAM tilemap and into a csv file (while the console is running).
Recorded and graphed my PAL console's S-SMP (audio CPU) clock over 2 hours.
March 2, 2025 at 12:49 PM
SNESdev daily log 1:
Finished the audio driver state window.
February 25, 2025 at 12:28 PM
SNESdev daily log 3:
Started the audio driver state window.
February 22, 2025 at 8:40 AM
SNESdev daily log 1:
Coded a player movement prototype in rust with different physics values for ice (blue) and slow-down (grey).
Fixed a bug in the audio driver's pause IO commands.
February 20, 2025 at 11:59 AM
Unfortunately the sliding velocities can stack and I cannot see any easy and quick way to limit maximum velocity while still maintaining 32-angle polar movement.

In this example, I'm holding left/right and tapping up/down.
The stacking sliding velocities cause a unwanted speed boost.
February 7, 2025 at 12:49 AM
My polar+cartesian movement idea is a bust.
I thought I could have a polar movement velocity and a cartesian sliding velocity.
The sliding velocity would be decremented by a friction value, which changes based on the entity's state (ie running, on-ice, slow, etc).
Here's an example of ice physics:
February 7, 2025 at 12:45 AM
SNESdev daily log 4, 5, 6:
Added global music and global sound-effect volume to my audio driver.
Created a prototype movement demo in rust to test my polar+cartesian movement idea.
February 7, 2025 at 12:18 AM
SNESdev daily log 8:
Brainstorming ideas for the village.
Planning how to add ledges to the game.
#snesdev
January 9, 2025 at 12:32 AM
SNESdev daily log 6 & 7:
Added subroutines to sound effects.
January 7, 2025 at 12:38 PM
Added set_fir_filter, set_fir_tap and adjust_fir_tap instructions to my SNES audio driver.
The FIR filter manipulates the echo buffer feedback and can add character to the SNES's echo.
Headphones recommended, the echo FIR filter changes in this example are subtle.
#snesdev #spc700
December 31, 2024 at 8:46 AM
Working on adding echo instructions to my SNES audio driver.
Just finished testing the `\evol` echo-volume MML commands.
#snesdev #spc700
December 29, 2024 at 12:35 AM