Rumbleminze @rumbleminze.bsky.social · 15hIs it showing as damaged after saving? If you deleted the file and they show up as damaged when you start new, that's fine. It just means the new file was initialized with random junk 000
Rumbleminze @rumbleminze.bsky.social · 07/10/2026I updated it a few months ago. Of you're getting "damaged" when you start the game, that just means it's an invalid save file. Likely because the emulator initiated l initialized the sram with random values 110
Rumbleminze @rumbleminze.bsky.social · 07/10/2026It happens in snes9x due to a bug that I fixed in 1.2. if you're still playing on 1.1 and want to use snes9x id download the latest version 110
Reposted by Rumbleminzeretrorgb.com @retrorgb.com · 07/10/2026Here's this week's #retrorgbweeklyroundup! Search any video or podcast app for #RetroRGB Weekly, or head to the main link: www.retrorgb.com/week534.html . #classicgaming #retrogaming #retrotink #m64 #segasaturn #cdi #unico #fightbox #supermariokart 1253
Rumbleminze @rumbleminze.bsky.social · 07/10/2026That's a neat addition, but I don't think I'll be adding it to my port. Mesen should not have any issues with save files. I do almost all my development and testing on Mesen, so it should pretty much always be the best emulator to play these ports on. 100
Rumbleminze @rumbleminze.bsky.social · 28/09/2026it means the sram got initialized with some garbage values that aren't a valid save file. it should be fine (especially on emulator) unless your sram gets corrupted somehow. 210
Rumbleminze @rumbleminze.bsky.social · 28/09/2026that's a known bug in 1.1 on Snes9x, you need 1.2. It's available on mega.nz, but it looks like the archive.org download was never updated to 1.2. I think it was down when I fixed it. I've updated it on archive.org now, so you should be able to grab it from either place. Make sure it's 1.2. 210
Rumbleminze @rumbleminze.bsky.social · 28/09/2026how handy are you with a hex editor? It's an easy change. just kidding. I just updated both downloads so the boss music should loop now if you grab it. No other changes. What's your question about CV2? 110
Rumbleminze @rumbleminze.bsky.social · 28/09/2026www.youtube.com/watch?v=O4a3... Initial work to add mouse support to VS Duck Hunt. Right now it's just showing a cursor, but hopefully soon it'll also be missing ducks left and right.youtube.comVS Duck Hunt SNES port progressYouTube video by Rumbleminze 1183
Rumbleminze @rumbleminze.bsky.social · 28/09/2026I currently have the boss track to not repeat. Although Dracula's does repeat. So it's not anything on your end. At this point I don't remember why I set it up that way >_< @goshdarnbatty.bsky.social probably told me if it was supposed to loop or not and I probably ignored her or forgot. 110
Reposted by Rumbleminzeretrorgb.com @retrorgb.com · 23/09/2026Here's this week's #retrorgbweeklyroundup! Search any video or podcast app for #RetroRGB Weekly, or head to the main link: www.retrorgb.com/week531.html . #classicgaming #retrogaming #MiSTerFPGA #aes+ #neogeo #arcooda #retrotink4k #BlastEm #PCEngine #Luamcode #Atari2600 #VirtualBoy #Morph 0233
Rumbleminze @rumbleminze.bsky.social · 22/09/2026The biggest problem here is they locked addresses in months ago, and I have no way to update it 010
Rumbleminze @rumbleminze.bsky.social · 21/09/2026yes! Well, at least I'll definitely try. I need to try to find documentation on how the Justifier interacts with the SNES or reverse engineer it from the one SNES game that uses it. I also don't have either a Justifier or a Super Scope to test, so maybe need to visit some local retro game shops.. 110
Rumbleminze @rumbleminze.bsky.social · 21/09/2026technically most of the game is already done (it's not very big), just sound and... uh. "controls", which will have to be completely revamped to support the Super Scope. 090
Rumbleminze @rumbleminze.bsky.social · 21/09/2026Now that Castlevania is out, this is the next port I'm working on, at the request of @retrorgb.com ko-fi.com/post/VS-Duck...ko-fi.comVS Duck HuntRumbleminze published a post on Ko-fi 3267
Rumbleminze @rumbleminze.bsky.social · 14/09/2026This was such a cool thing to see in person, on real hardware @angrylanks.bsky.social doing scroll glitches on my SNES version of Castlevania at NESFest 0354
Rumbleminze @rumbleminze.bsky.social · 13/09/2026Just got back from RWX and pushed a small fix for level 6-1 of Castlevania where you could get stuck in the stairs. 1121
Rumbleminze @rumbleminze.bsky.social · 13/09/2026Just dropped a new SFC that should fix this, thanks for the bug report! 011
Rumbleminze @rumbleminze.bsky.social · 10/09/2026Ah yeah we used a tile with collision on the stair tile group. I tried to check to make sure we weren't blocking anything off but it looks like I missed that. I'll see if I can move some tiles around to fix it 020
Rumbleminze @rumbleminze.bsky.social · 09/09/2026Standard 2A03 NES audio uses Membler's 2A03 audio chip emulator for the SNES, along with some customizations and some brr samples for sfx that don't quite sound right. There's also a bunch of MSU soundtracks available which are also awesome to check out! 011
Rumbleminze @rumbleminze.bsky.social · 07/09/2026I also want to give credit to the source of a lot of these tiles that Fiuke updated / ported: (Base) Title Screen - kya (Base) Simon Belmont (SSBU) (NES-Style) - hansungkee Gigant Bat 2 - logan232 Much of the Tilesets and Monsters - kya most of the tiles - Castlevania (Java Version) 082
Rumbleminze @rumbleminze.bsky.social · 07/09/2026It wouldn't be a release without a few quick follow up fixes. Fiuke Bnuy has fixed a few minor things, including changing the bones to match the skeletons. Note for all these releases, there's no changes to the msu files, so if you're downloading it, you can just grab the .sfc file 0163
Rumbleminze @rumbleminze.bsky.social · 07/09/2026jeepers, I typo-ed my Press Release: "This version adds 16 BIT graphics on top of all the features of my existing port" In case that wasn't clearstatic.klipy.comElmo Gets Embarrassed and HidesALT: Elmo Gets Embarrassed and Hides 170
Rumbleminze @rumbleminze.bsky.social · 07/09/2026I've been working on this on and off for months, and could never have done it without the help and artistic talent of Fiuke. All of my pixel art looks like someone smashed their face on the monitor, and Fiuke was able to adapt and integrate various sources of Castlevania pixel art to look amazing! 0100
Rumbleminze @rumbleminze.bsky.social · 07/09/2026This is one of the biggest changes I've done in my ports, so there's a good possibility that some bugs have cropped up. If you notice anything, please let me know! I hope you all enjoy it! 2110
Rumbleminze @rumbleminze.bsky.social · 07/09/2026Available via archive.org archive.org/details/cast... or mega.nz mega.nz/folder/Ukgjm... 1100
Rumbleminze @rumbleminze.bsky.social · 07/09/2026The game can be fully swapped between the original 8-bit NES graphics and the new updated graphics. There are a few very minor gameplay differences between the two tilesets, which just comes from having to adjust which tiles were used, and trying to maximize the available tiles for the levels. 170
Rumbleminze @rumbleminze.bsky.social · 07/09/2026I'm incredibly excited to release version 1.2 of my Castlevania Port! This version adds 16 graphics on top of all the features of my existing Castlevania port. In collaboration with Fiuke Bnuy, we updated the graphics and reworked tiles and levels to look better with the additional color palette. 66217
Rumbleminze @rumbleminze.bsky.social · 30/08/2026I'm going to be attending retroworldexpo.com, and I'll have a build of the 16-bit Castlevania there on an actual SNES cart that you can check out! I'll also have my other ports available to try, and I always love chatting with people about the ports, romhacking, and anything else!retroworldexpo.comRetro World Expo | Annual Video Game Convention in Hartford, CTRetro World Expo (RWX) is an annual convention that encompasses all things video games, music and tabletop gaming in Hartford, CT. 1212
Rumbleminze @rumbleminze.bsky.social · 30/08/2026I've thought about it but opted to keep it simple. I'm going to have a pseudo-level select which could function similar to a save option. 010
Rumbleminze @rumbleminze.bsky.social · 30/08/2026I've dug into it a bit, but CV3 is using the MMC5 mapper, which makes it much much harder to port. I'll never say never, but it may be beyond my current skill level 020
Rumbleminze @rumbleminze.bsky.social · 24/08/2026It's taking a bit longer, but I think the results will be worth it. Here's the progress on updating the tiles for Castlevania. This is the outdoor section of lvl 4 (stage 11) with updated tiles and tile groups. Please forgive the terrible game play: 6356
Reposted by RumbleminzeChain Damage Games @chaindamagegames.bsky.social · 22/08/2026Hey, here's a quick clip for the #ScreenshotSaturday folks. We've also been working on other playable ships and hope to show them off soon #gamedev #indiegame #shmup 13210
Rumbleminze @rumbleminze.bsky.social · 12/08/2026After editing tiles, tile groups, and level vertical slices for several months, I'm starting to think I should just make a 16-bit Castlevania level editor 4231
Rumbleminze @rumbleminze.bsky.social · 09/08/2026I pushed a change last night to the Double Dragon NES to SNES conversion to fix a bug which prevented the MSU1 audio from working in the game. Not sure when I broke it, but if you've been wanting to hear the Gaiden soundtrack pick up the new .sfc from the usual places. 0142
Rumbleminze @rumbleminze.bsky.social · 09/08/2026Ok I think I found the issue and fixed it. The DD Gaiden music is playing for me now. Not sure when that broke. The .sfc file is updated in both archive.org and mega.nz. Let me know if it resolves it for you! 110
Rumbleminze @rumbleminze.bsky.social · 08/08/2026Can you post a screenshot of the directory with the rom, msu, and PCM files? One common issue is if the files arent exactly the same name (including upper/lower case) 100
Rumbleminze @rumbleminze.bsky.social · 19/07/2026It's the difficulty from the VS. Arcade game: castlevania.fandom.com/wiki/VS._Cas...castlevania.fandom.comVS. CastlevaniaSee also: Castlevania (video game) VS. Castlevania is an arcade port of the Nintendo Entertainment System version of Castlevania that was released for the Nintendo VS. System hardware in 1987 exclusiv... 010
Rumbleminze @rumbleminze.bsky.social · 17/07/2026I appreciate the coverage and excitement for my project, but please don't link to test and in-progress builds without at least giving me a heads up. This isn't yet meant for public consumption. At this time I've removed the test build. It's close to release, hopefully in the next couple weeks! 0111
Rumbleminze @rumbleminze.bsky.social · 17/07/2026Note that the version currently available is not the release, it's meant for testing. We're still updating some of the tiles and tile groups, hopefully I'll be able to release it soon =) 010
Rumbleminze @rumbleminze.bsky.social · 30/06/2026Reading through @jparish.bsky.social 's The History of Metroidvania, and what I've realized is that I need an MSX... 1160
Reposted by Rumbleminzeretrorgb.com @retrorgb.com · 27/05/2026Here's this week's #retrorgbweeklyroundup! Search any video or podcast app for #RetroRGB Weekly, or head to the main link: www.retrorgb.com/week515.html . #retrorgb #classicgaming #retrogaming #misterfpga ##SegaSaturn #RetroTINK #RetroTINK5x #OmniDrive #FightBox #OSSCPro #OrpheusII 0237
Reposted by RumbleminzeChain Damage Games @chaindamagegames.bsky.social · 23/05/2026Here's a preview of the final stage in our bullet hell game (muted because we're still working on music) #ScreenshotSaturday #gamedev #indiegame #shmup 13410