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undisbeliever

@undisbeliever.bsky.social
95 followers 71 following 136 posts

Slowly, slowly making a Super Nintendo game

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undisbeliever @undisbeliever.bsky.social · 13/10/2026
SNESdev daily log 3: Finished coding tile collisions. #snesdev
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undisbeliever @undisbeliever.bsky.social · 11/10/2026
SNESdev daily log 2: Added a solid flag to the map tileset. Started coding tile collisions.
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undisbeliever @undisbeliever.bsky.social · 10/10/2026
SNESdev daily log 1: Coded basic player movement (walk, run, decelerate, jump) and sprite animations.
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undisbeliever @undisbeliever.bsky.social · 10/10/2026
3 weeks until the SNESdev game jam ends and I've barely done anything (procrastination wins again). I really need to get my act into gear if I'm to get this prototype game-demo done by the end of the month.
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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
I'm glad you like my blog post. It really helps motivate me to make more.
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undisbeliever @undisbeliever.bsky.social · 13/09/2026
My main problem is that I take a short break & I end up with multiple days of no snesdev. The daily challenge was an idea to build a habit & stick to it. You're probably right about the sustainability. Maybe I can do a break-day where I play short game instead (& see if I spot anything interesting)
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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
I thought I could oscillate between the urgent tasks, it's not viable option. I need to mentally rearrange my project list and figure out what's really critical. This week I'll try 2 urgent tasks at a time (I still need to do non-snesdev tasks) with the occasional small task to break the monotony.
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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 · 04/07/2026
Last year I offered test jcc816. I was going to spend a week make a small game of peg solitaire with it. The upcoming game jam is a good excuse to make a more complicated game while also exploring the state of snesdev C compilers.
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undisbeliever @undisbeliever.bsky.social · 04/07/2026
I'm mostly doing this to trial the various C compilers that have entered the scene in the last few years. I already know how pvsneslib/tcc816 performs.
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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
I had to write my own ca65 initialisation code and a custom fastrom-lorom linker script.
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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 · 22/06/2026
Progress report: * Audio driver: Finished coding the new samples tab * Exercised more than last week * 2 writing sessions (up from 1 last week) * Encountered lots of distractions (mainly YouTube videos)
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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
I'm hoping to spend the first month making a basic game in C and have 2 months left to work on experimenting with polish and graphical effects.
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undisbeliever @undisbeliever.bsky.social · 11/06/2026
The 2026 snesdev game jam game will help towards this goal. Graphical effects (particles, multiple-layers, HDMA scanline tricks) are where I'm stuck on my other 2 games. I feel like a small experimental C game will help me overcome my current gamedev block.
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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
I'm not going to be able to work on my Space Rescue Squad SNES game until after the 2026 game jam (November) at the earliest. I'm not in the right headspace to focus on a massive project like at the moment without causing issues elsewhere 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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undisbeliever @undisbeliever.bsky.social · 09/03/2026
Creating my own spc700 assembler sounded like a fun side project and will greatly simplify compiling TAD for people who downloaded the source code directly from the release page. Another goal for March is to remove the SDL dependency (used for audio playback) to make compiling TAD easier on windows
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undisbeliever @undisbeliever.bsky.social · 09/03/2026
However, wiz cannot encode the branch if bit set/clear instructions. It also complicates building TAD as you need to import git submodules & compile wiz before running cargo build. It's wonderful for rapid prototyping but now that the driver has matured I want to focus on making TAD easy to compile
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