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undisbeliever

@undisbeliever.bsky.social
94 followers 70 following 132 posts

Slowly, slowly making a Super Nintendo game

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Reposted by undisbeliever
Svambo @retro-svambo.bsky.social · 29/09/2026
Got a great new SNES game today: Theodore's Door is a fast-paced, Tetris-style game in which you have to fill specific squares. Thank you very much, Coaxialrose! #SNES #homebrew #SNESdev
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undisbeliever @undisbeliever.bsky.social · 29/09/2026
I've added basic metasprite drawing to my snesdev game jam game.
Super Famicom screen capture.  2 humanoid sprites are visible on screen.
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undisbeliever @undisbeliever.bsky.social · 21/09/2026
SNESdev daily log 1 & 2: Wrote a map compiler that converts a Tiled tmx file to my game's map data format. Added horizontally aligned (512px tall) and vertically aligned (512px wide) maps.
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undisbeliever @undisbeliever.bsky.social · 15/09/2026
SNESdev daily log 3 & 4: Finished a map tiles compiler. Coded the map drawing and scrolling functions.
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undisbeliever @undisbeliever.bsky.social · 13/09/2026
SNESdev daily log 2: Started drawing a rough tileset
A rough tileset for a platformer video game.
Contains brown and blue bricks, wooden platforms, a dark blue pillar and a metal lava container
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undisbeliever @undisbeliever.bsky.social · 12/09/2026
SNESdev daily log 1: Completed and published a blog post Sketched a few level tileset ideas on paper.
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undisbeliever @undisbeliever.bsky.social · 12/09/2026
My progress in the 2026 SNESDEV game game is nonexistent. To help with motivation, I've committed my goals for the project to a blog post and documented what I've done so far. undisbeliever.net/blog/2026091... #snesdev
undisbeliever.net
2026 SNESDEV Game Jam devlog 1
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undisbeliever @undisbeliever.bsky.social · 03/09/2026
SNESdev daily log 5 & 6: Combined image tiles and map into a single resource binary Brainstormed MetaSprite and MetaTile designs Worked on a blog post
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undisbeliever @undisbeliever.bsky.social · 31/08/2026
SNESdev daily log 1-4: Started a blog post about the goals I want to achieve this game jam. Designed and coded a way to embed resources into the game after the C code has compiled.
SNES screen capture. White handwritten "title screen" text on a black background.
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undisbeliever @undisbeliever.bsky.social · 18/08/2026
SNESdev daily log 1: Stopped procrastinating and started working on my 2026 snesdev game jam game.
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Reposted by undisbeliever
Alekmaul @alekmaul.bsky.social · 28/07/2026
PVSneslib 4.6 is now available with a big list of update, again! Faster, easier, new tools and a big wiki update (github.com/alekmaul/pvs...) A great thanks to the community for its help on this release. Download it here: github.com/alekmaul/pvs... #retrogaming #snes #pvsneslib #homebrew #indiedev
github.com
Home
PVSnesLib : A small, open and free development kit for the Nintendo SNES - alekmaul/pvsneslib
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undisbeliever @undisbeliever.bsky.social · 16/07/2026
I've published a terrific-audio-driver bugfix release. It fixes a no sound in tad-gui on windows bug. github.com/undisbelieve... #snesdev #spc700
github.com
Release Version 0.4.2 · undisbeliever/terrific-audio-driver
Changelog: Fixed no sound in tad-gui on windows if the audio device's sample rate is not 48kHz. #73
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undisbeliever @undisbeliever.bsky.social · 11/07/2026
SNESdev daily log 4 & 5: Failed to convert the audio driver's 65816 code to function tables. Verified the new 3 bytes per transfer loader design will work using a C++ prototype.
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undisbeliever @undisbeliever.bsky.social · 08/07/2026
After months of procrastination, I have published the second half of my 2025 SNESDEV game jam postmortem. It covers my jam's timeline and my thoughts on the game's development. undisbeliever.net/blog/2026070... #snesdev
undisbeliever.net
2025 SNESDEV Game Jam Postmortem
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undisbeliever @undisbeliever.bsky.social · 08/07/2026
SNESdev daily log 3: Proofread the game jam postmortem and added a bunch of images to it.
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undisbeliever @undisbeliever.bsky.social · 07/07/2026
SNESdev daily log 2: Wrote a lot of words about my entry to the 2025 snesdev game jam.
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undisbeliever @undisbeliever.bsky.social · 06/07/2026
I've released a new version of my SNES audio driver to fix a bug that prevented sound effects from playing when the blank song is loaded. github.com/undisbelieve... #snesdev #spc700
github.com
Release Version 0.4.1 · undisbeliever/terrific-audio-driver
Changelog: Fixes no sound effects when playing the blank song (song-id 0). Reported by @taradinoc
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undisbeliever @undisbeliever.bsky.social · 06/07/2026
SNESdev daily log 1: Brainstormed what I need to figure out before the game jam starts. Planned my order of operations for adding sample swapping to my audio driver. Fixed an inaudible SFX bug in my audio driver.
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Reposted by undisbeliever
matt sephton @gingerbeardman.com · 28/06/2026
If it's #scanlinesunday then it would be rude not to post the first screenshot of my SNES game engine bring-up. I'm working hard to get 60fps and fill this thing with fun possibilities, ready to hit the ground running for SNES Dev Game Jam 2026.
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undisbeliever @undisbeliever.bsky.social · 05/07/2026
No snesdev last night, I was feeling a bit overwhelmed. My mental task list has 5 "urgent" and 4 high-priority projects I need to complete before the end of the month. I feel like I'm pulled in multiple directions and stalled out.
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Reposted by undisbeliever
ChronoMoogle @chronomoogle.bsky.social · 04/07/2026
Smash Bros-like prototype on SNES hardware based on the Super Boss Gaiden engine of Goldlocke. Screenshot posted on Twitter in 2019 - never came to be, but it was a fun dev session! #snesdev
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undisbeliever @undisbeliever.bsky.social · 03/07/2026
SNESdev daily log 3: Started a blog post about my upcoming snesdev game jam project.
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undisbeliever @undisbeliever.bsky.social · 02/07/2026
SNESdev daily log 2: Figured out how to write a basic VBlank interrupt in multiple C toolchains. Coded a lag frame counter. Modified my example to change the background colour every second.
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undisbeliever @undisbeliever.bsky.social · 02/07/2026
I'm doing prepwork for the 2026 snesdev game jam. I want to make a small game in C. To hedge my bets I'm going to be using 4 different C compilers. To help motivate me, I'm restarting my SNESdev daily log.
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undisbeliever @undisbeliever.bsky.social · 02/07/2026
SNESdev daily log 1: Figured out how to compile SNES C code with llvm-mos.
C code that resets the SNES's registers, sets the background to solid dark red and enables the screen at full brightness.1-CHIP Super Famicom output.
It is a solid red screen.
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undisbeliever @undisbeliever.bsky.social · 28/06/2026
I've published a new version of my homebrew SNES audio driver. The samples tab has been completely redesigned. It can automatically tune newly created samples and allows the user to drag & drop an external file into the samples list. github.com/undisbelieve... #snesdev #spc700
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undisbeliever @undisbeliever.bsky.social · 13/06/2026
I've been rewriting the samples tab in my audio driver's GUI. It's not complete, I've still got restore the sample analyser, restore the test sample widgets and add a few more quality-of-life features.
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undisbeliever @undisbeliever.bsky.social · 11/06/2026
One of my long-term goals is to make a full-sized SNES game. Space Rescue Squad and unnamed-snes-game are a great starting point. I'm not going to abandon them unless something major changes in my life.
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undisbeliever @undisbeliever.bsky.social · 11/06/2026
My goals for the rest of the year have changed: * Improve my writing skills * Document what I'm doing as I do it * Exercise more often * Procrastinate less often (avoid distractions, remember to do urgent tasks, etc) * Add sample swapping to my audio driver * Write a small SNES game in C
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Reposted by undisbeliever
sebotron | working on an NES JRPG! @sebotron.bsky.social · 30/04/2026
Sometimes I take breaks from gamedev and when I do, I often do more gamedev. Here's a quick and dirty experiment running on the SNES. A future Rynn game maybe? Ok back to real work. 🤭 #snes #nes #16bit #jrpg #gamedev #indiegames #retrogames
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Reposted by undisbeliever
Jimmy @jimmyoshi.bsky.social · 13/04/2026
Some of you may have seen my C3 thread about it, but for those who haven't- I'm developing a new, CLI-based debugging SPC player called Apollo! It features a ARAM/DSP memory viewer, SPC700 code debugger, breakpoints, Script700 support & FIR EQ visualizer Give it a try! github.com/jimmy-dsi/ap...
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undisbeliever @undisbeliever.bsky.social · 10/04/2026
Introducing version 0.3.0 of the Terrific Audio Driver. github.com/undisbelieve... This version does not add new features, instead I made 2 major back end changes: The audio driver has been ported to spc-700 assembly and tad-gui now uses the cpal crate to play audio. #snesdev #spc700
github.com
Release Version 0.3.0 · undisbeliever/terrific-audio-driver
This version does not add new features, instead I made 2 major back end changes: The audio driver has been ported to spc-700 assembly and tad-gui now uses the cpal crate to play audio. Details abou...
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Reposted by undisbeliever
Nova @novasquirrel.com · 03/04/2026
I took the Super Game Boy code I made for Petal Crash GBC and made a code example that shows off booting custom SNES code and then having the Game Boy side send files to the SNES as needed. Code and ROM (under "releases"): code.novasquirrel.com/Maffi/SuperG... #snesdev #gbdev #gamedev
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Reposted by undisbeliever
Nova @novasquirrel.com · 26/03/2026
The Super Game Boy part of my Petal Crash GBC port ran into an obstacle since the original game uses screen shake effects that only apply to one board, and the normal SNES solution (mode 2) would've required giving up either the cool 12x12 blocks or the background. I found a cool creative solution.
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Reposted by undisbeliever
egg boy color @eggboycolor.bsky.social · 02/06/2025
Here's a Super Game Boy enhancement driver I need to finish some day. It uses a circular buffer in VRAM to communicate with the SNES at 60fps via a combination of command data and per-frame data, rather than joypad packets. This particular version allowed a Game Boy game to reuse Game Boy Color art.
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undisbeliever @undisbeliever.bsky.social · 07/03/2026
Getting back into snesdev with a new side project, an spc700 assembler. This assembler will make compiling Terrific Audio Driver a lot easier. I'm off to a good start, it can currently assemble a single instruction inside unit tests. #snesdev
Screenshot of unit test output in-front of the unit test code.

test result: ok. 45 passed; 0 failed;
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undisbeliever @undisbeliever.bsky.social · 18/02/2026
New blog post: A wordy overview and retrospective on the homebrew SNES game engine I used for my 2025 SNESDEV game jam submission. undisbeliever.net/blog/2026021... #snesdev
undisbeliever.net
2025 SNESDEV Game Jam Postmortem: The engine
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Reposted by undisbeliever
Svambo @retro-svambo.bsky.social · 01/01/2026
Happy New Year, everybody :-) Following the success of last year's Game Jam, there will be another SNESDEV Game Jam in the summer of 2026. SNES homebrewers, get ready and prepare your tools for the next round! itch.io/jam/snes-dev... #snesdev2026, #gamedev, #gamejam, #homebrew
itch.io
SNES DEV Game Jam 2026
A game jam from 2026-07-31 to 2026-11-14 hosted by SNES-Testberichte & Svambo. 3 months • Build your own SNES game • Make SNES history Introduction After last year's SNES DEV Game Jam was such a great...
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undisbeliever @undisbeliever.bsky.social · 31/12/2025
Announcing v0.2.0 of my homebrew SNES audio driver. This release stabilises the 2 breaking changes I made to the audio driver months ago (in the beta releases). It also fixes a lot of small bugs and items I had on my ever growing todo list. github.com/undisbelieve... #snesdev #spc700
github.com
Release Version 0.2.0 · undisbeliever/terrific-audio-driver
This release stabilises the _ and __ MML transpose breaking change, the _{} change key signature command and the new 16-bit countdown timer from v0.2.0 beta releases. Changes (since v0.1.1) BREAKIN...
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Reposted by undisbeliever
Alekmaul @alekmaul.bsky.social · 28/12/2025
PVSnesLib 4.5 is now available! Thanks to the community for the help. You can download it here: github.com/alekmaul/pvs... #retrogaming #snes #pvsneslib #homebrew #indiedev
github.com
Release 4.5.0 · alekmaul/pvsneslib
What's Changed Fix docs issue 309 by @killerdevildog in #312 Develop by @alekmaul in #314 fix(*): remove file by @alekmaul in #315 Configurable bank/offset from SRAM depending on LoROM/HiROM. by @...
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undisbeliever @undisbeliever.bsky.social · 30/11/2025
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
github.com
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...
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Reposted by undisbeliever
KungFuFurby @kungfufurby.bsky.social · 17/10/2025
A new SNES soundtrack work of mine in development, game developed by @kannagichan.bsky.social ... www.youtube.com/watch?v=P3mX... #snesdev #indiedev #snes #sfc #スーパーファミコン #スーファミ
youtube.com
Super Storm Buster : demo Boss
YouTube video by Kannagichan
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undisbeliever @undisbeliever.bsky.social · 06/10/2025
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
github.com
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...
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undisbeliever @undisbeliever.bsky.social · 03/10/2025
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
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Reposted by undisbeliever
Nova @novasquirrel.com · 09/09/2025
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.
Screenshot of Terrific Audio Driver's window on top of OpenMPT with the same song shown in both tracker and MML format
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Reposted by undisbeliever
Nova @novasquirrel.com · 06/09/2025
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
Screenshot of a SNES game where a hovercraft toy is moving across a grassy map that has walls made out of colored wood. There's snowmen snowboarding around, and a pirate and pumpkin.Screenshot of a forest-y scene with a lot of trees and many colored balloons.Screenshot of a maze-like level with grass and colored wood, and pirates approaching the player.
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undisbeliever @undisbeliever.bsky.social · 06/09/2025
My entry in the 2025 SNESDEV game jam is complete. undisbeliever.itch.io/space-rescue... #snesdev #snes
undisbeliever.itch.io
Space Rescue Squad by undisbeliever
A homebrew SNES platformer game
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Reposted by undisbeliever
Kaptajnen @kaptajnen.bsky.social · 29/07/2025
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
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undisbeliever @undisbeliever.bsky.social · 01/09/2025
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
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undisbeliever @undisbeliever.bsky.social · 22/08/2025
Added two enemies that shoot projectiles to my game. The only enemy left to code is the boss. #snesdev
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