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Zeta

@zeta0134.bsky.social
322 followers 31 following 190 posts

Programmer, musician, 6502-tickler

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Zeta @zeta0134.bsky.social · 21h
I got tired of reading my linker configuration file manually, so I built a quick visualizer to see how much space I have left in each bank. Every pixel is one byte of the final program, separated into PRG (code and data) up top, and CHR (graphics tiles) down below. Roomy, for now! #nes #gamedev
An enormous grid of squares. Many are one solid color, indicating an empty bank (lazy artist, draw faster!) but many more are full of what appears to be noise. These are bytes of the program (top) and 2bpp representations of the graphics tiles (below) respectively. At a glance, a bit over half of the space seems to be used in both regions.
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Zeta @zeta0134.bsky.social · 28/09/2026
I've been working on a cursed series of items. This is the Cursed GPS, which seems... broken? Playing without a functioning minimap is certainly troublesome. However, all cursed items have *some* utility. This one can map out warp zones! #gamedev #nes #indie
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Zeta @zeta0134.bsky.social · 20/09/2026
It's a whole bunch of new items! (And some familiar ones.) I wonder what these do? 👻 It is a mystery. #gamedev #nes #pixelart
It's a whole mess of item artwork, in sprite and HUD icon form.

The entire left column is reddish and dark looking. There's a wicked dagger, a dark candle emitting no light, an armor piece with a pig motif, a living shoe with sharp teeth, and some sort of device with infernal horns and a static screen.

The center column's items seem related. We have a silver dagger, a normal candle, a golden armor piece, a set of shoes with wings on them, and a device with a bulky antenna.

Over on the right are three comfy pairs of socks, each in a different color palette.
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Zeta @zeta0134.bsky.social · 16/09/2026
I've been working on polishing up the transitions between floors. Check it out: glowy tepelort panels, with particles! Also, when you die a little death animation plays, helping you learn from your mistakes. Tiny details, but they do accumulate. #gamedev #pixelart #nes
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Zeta @zeta0134.bsky.social · 08/09/2026
Just for fun, I decided to implement a "retro throwback" level, modeled after this game's original Action53 compo entry. It was really fun reworking these smaller (and much simpler) chambers so that they play well with modern conveniences. #gamedev #nes #chiptune
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Zeta @zeta0134.bsky.social · 05/09/2026
Getting damaged by a cultist that happens to tepelort under your feet feels awful every time... so I fixed it. Now the two of you swap positions! This can cover quite some distance, and is delightfully chaotic. #gamedev #nes #indie
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Zeta @zeta0134.bsky.social · 06/08/2026
On a whim, I wrote a memory viewer for Tactus. Up top we have 2k of IWRAM, followed by the first 8k of PRG RAM, which contains most of the interesting game state. Every square is 256 bytes of memory. It's real fun watching the RAM dance to the music. #gamedev #nes #retro
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Zeta @zeta0134.bsky.social · 15/06/2026
I had the opportunity to play this at MAGFest this year, and cannot recommend it enough. Satisfying movement, and great level design that effortlessly introduces you to the mechanics as you play.
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Zeta @zeta0134.bsky.social · 13/06/2026
I was a bit worn out from working nonstop on Tactus, so I took a short break to learn PICO-8. Please enjoy(?) my brief and mildly infuriating platformer, played with just one button. zeta0134.itch.io/boba #pico8 #pixelart #gamedev
zeta0134.itch.io
Boba by Zeta
A one button platformer for pico8
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Zeta @zeta0134.bsky.social · 09/05/2026
Put together a little gameplay trailer for the Steam page! This is my first time using kdenlive, though it certainly got the job done. I think I'll need to splash in other tools for motion graphics. Learning as I go here, this is all new territory for me. 😅 #gamedev #indie #kdenlive
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Zeta @zeta0134.bsky.social · 02/05/2026
So I recently optimized the game engine, and ... uh... I can explain! #gamedev #nes #indie
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Zeta @zeta0134.bsky.social · 14/04/2026
After a bit of effort this morning, I'm pleased to report that the game over screen can now taunt the player based on the specific enemy that led to their demise. #gamedev #nes
Game Over

Floor Reached: 1-1
Run Time: 0:00:08.68
Steps Taken: 20
Gold Earned: 0
Carrying: One crummy dagger.

Picturing them in roller skates didn't help.
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Reposted by Zeta
SarahLynne @sarahlynne.bsky.social · 14/04/2026
It is time! Dizzy Sheep Disaster: EX is now available for purchase for your Nintendo E-Reader! Here's the store link: store.nes.science It contains 30 puzzles to test your reflexes and skills! I'm so excited to share this with the world! #indiedev #homebrew #gba
store.nes.science
IGW Games
New games for old consoles! IGW Games makes tools and games targeting classic consoles to mix nostalgia with modern fun.
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Zeta @zeta0134.bsky.social · 30/03/2026
Moles were feeling weak. So, I reworked them to pop up more quickly, and added elemental variations to their attacks. The tethered wrenches are easily my favorite! Wrench jumping is still technically a valid strategy, but Earth and Air moles now need appropriate resistances. #gamedev #nes #indie
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Zeta @zeta0134.bsky.social · 27/03/2026
Check out this very WIP effect for "stability" in my warp zones. This is just the torchlight system under the hood, but there's no reason the alternate tiles have to be "lightness variants" exclusively. Needs tweaking, and less placeholder walls. #gamedev #pixelart #nes
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Zeta @zeta0134.bsky.social · 22/03/2026
Finally working on a new in-game area. I've just reworked the tile compression system (I *have* tile compression now) and that means I can go nuts with metatile variants without blowing out my CHR budget. I haven't even started on detail structures and I already love how this looks. #pixelart #nes
It's gameplay footage from Tactus. The player stands in a dark, dingy room, surrounded by purple walls adorned with industrial orange stripes. Lining the back wall are three variously colored machines, adorned with flashing lights. Who knows what they're for.
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Zeta @zeta0134.bsky.social · 18/03/2026
After a few more rounds of polish, the new VWF system for dialog is complete! Here's a quick tour of the new stuff it can do. Being able to mix and match all unicode glyphs on an NES is wild. (Pay no attention to the Combat Anchor's brief visual bug. I see it. 😱) #gamedev #nes #pixelart
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Zeta @zeta0134.bsky.social · 17/03/2026
Oh my stars, it WORKS. I just rendered UTF-8 on an NES! Apparently ca65 can even handle UTF-8 strings by using .literal, so the resulting file with localized strings is shockingly readable. I'm so happy right now! #programming #gamedev #unicode
On the left, a giant table of exported and technical strings, formatted for ca65 assembly language. On the right, a python routine whose behavior can be summarized as, "scan for extended commands, and otherwise pass unicode glyphs through unmodified."

On the screen, the resulting unicode is rendered in sitelen pona, except for the player's name. The font it uses isn't widely supported yet, so I'll transcribe in sitelen lasina instead:

sina jan seme?
1. Zeta
2. lipu musi sin
3. lipu musi sin
o ala e lipu musi
o tu e lipu musi

In English, this loosely translates as:
Who are you?
1. Zeta
2. New Game File
3. New Game File
Erase Game File?
Duplicate Game File?
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Zeta @zeta0134.bsky.social · 15/03/2026
What a delightful, cheery game! Nothing bad could ever happen to these characters. #omori #chiptune #famitracker I'm pleased with how well VRC6 handled the "synth burst" at the start of this. For 8bit hardware it sounds just fine. www.youtube.com/watch?v=49so...
youtube.com
Omori - Three Bar Logos [2A03 + VRC6] | Dn-FamiTracker Cover
YouTube video by zeta0134
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Zeta @zeta0134.bsky.social · 13/03/2026
Yes, that's what this solution needed. *Another* raster trick... VWF system is coming along! Rendering works, nametable layout is solid, and I even managed to squeeze in little dialog portraits for items and such. #gamedev #nes #pixelart
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Zeta @zeta0134.bsky.social · 08/03/2026
I'm so happy right now! My very complicated VWF system just drew its first lines of text today. The core is working, but lots of little polish-y details remain. This is software-rendering these glyphs directly into CHR patterns on the fly. Goodness, the code is messy! #gamedev #nes #retrodev
Welcome to Debug Zone! (Sorry, no fancy music.)
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Zeta @zeta0134.bsky.social · 08/03/2026
Various flavors of "ah yes, that's working, technically!" Just normal gamedev things really. #nes #gamedev
A rather plain set of very bright squares. This is the most expected result of the bunch, with 0xFF data bytes filling all of CIRAMUnusual horizontal stripes. This was tested on my flashcart, and I think the stripes are leftover nametable data from its menu being reinterpreted as patternsThis is what the real cartridge does. ... incorrectly! We're seeing PPU open bus patterns instead of the expected (random / uninitialized) contents of CIRAM, which suggests a problem with the /CE line. I'll work with my cartridge supplier to troubleshoot.And this is what my own emulator, "rustico" does. Here at least I know what's going wrong: I'm incorrectly using FPGA RAM as pattern data, instead of the requested CIRAM. So we're seeing the same data that makes up the level also get used as that level's tile graphics. This should be a quick fix.
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Zeta @zeta0134.bsky.social · 28/02/2026
"Why, I'll just decode UTF8 on an NES," I said. "It'll be the easiest option!", I said. So if you're wondering why updates have been slow, it turns out text encoding is remarkably complicated. Who knew? Have a peek into the abyss with me. #gamedev #programming #unicode
A rather dense collection of byte values in a giant list. This is a small portion of the index for an exported font, with the tables arranged in order of unicode codepoint. Several nested tables are used to make the indexing efficient on a 6502 processor, which generally favors "pages" of 256 bytes each.A lengthy routine in assembly, partially completed, named "access glyph at codepoint." This routine's job is to index into a nested tree of tables, spanning several memory banks in the process, as the entire table is too big to fit in memory at one time.It's a table describing the 1bpp glyph for a percent sign, along with metadata concerning that glyph's width, height, and bit depth.
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Zeta @zeta0134.bsky.social · 23/02/2026
Crazed cultist casting making you cranky? Turn the tables with the Forbidden Amulet, available at your nearest in-game shop. Now you, too, can cast the forbidden shapes. Show those cultists how it is **done**, yes! #gamedev #tactus #pixelart
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Zeta @zeta0134.bsky.social · 14/02/2026
Kijetesantakalu is here to help you remember all of the numbers in Tactus. 😱 "All of them?" 🦝 "ALL numbers, yes yes!" #gamedev #pixelart #kijetesantakalu
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Zeta @zeta0134.bsky.social · 12/02/2026
I'm finally working on implementing nasin nanpa kijetesantakalu in Tactus. It's sure to be very helpful on your runs! #gamedev #tokipona There are so many different ways to draw numbers in this game. It's gonna take a bit to work through them all, but I've committed to the task, yes yes!
"nasin nanpa kijetesantakalu"
All numbers are replaced with kijetesantakalu.
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Zeta @zeta0134.bsky.social · 11/02/2026
I've been following development of this for a while. This game has uncomfortable levels of polish!
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Zeta @zeta0134.bsky.social · 06/02/2026
Been a while since I posted any of my chiptune covers, so have an Angel Island! ...no not *that* Angel Island, the other one. NES + VRC6. (Triangle does nothing 😔) #chiptune #famitracker #sonic www.youtube.com/watch?v=0HOK...
youtube.com
Sonic Advance - Angel Island [2A03 + VRC6] | Dn-FamiTracker Cover
YouTube video by zeta0134
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Zeta @zeta0134.bsky.social · 29/01/2026
It turns out a cornucopia is too difficult to draw at low res, so I fixed it. #pixelart #gamedev
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Zeta @zeta0134.bsky.social · 22/01/2026
If you'll pardon a bit of shameless self-promotion, Tactus is now available for wishlisting on Steam! 🎉 Digital copies will also include an NES ROM, compatible with modern emulators and dev carts. "Wishlist Now!", "Tell your friends", other clichés, etc! store.steampowered.com/app/4129270/...
store.steampowered.com
Tactus on Steam
A rhythm-based dungeon crawler with authentic retro charm. Explore mysterious ruins, find powerful weapons, and slay to the beat. Designed and built for the original NES, playable on Steam with modern...
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Zeta @zeta0134.bsky.social · 19/01/2026
Playtesting revealed that damaging hits weren't obviously successful-looking enough. I realized I can repurpose the coin system to also handle these bouncy damage indicators. Now, if you don't defeat a foe outright, you can see how much damage your (possibly buffed) attack did. #gamedev #nes
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Reposted by Zeta
Mega Cat Studios @megacatstudios.bsky.social · 13/01/2026
The results for the #SuperMAGFest2026 Indie Retro Showcase winners are here! 🏆 🔊 Best Sound Design: Tactus by Phonorail LLC 🎨 Best Art Direction: Wicked Plague by Locus Motion 🕹️ Best Gameplay: The Adventures of Panzer: Frontiers by Pixel Craft 🎮 Best in Show: Light from Within by Atarath Games
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Zeta @zeta0134.bsky.social · 08/01/2026
I'm set up at #MAGFest 2026! Come find me at Indie Retro. Mega shoutouts to @megacatstudios.bsky.social, setup was a breeze. There's tons of other awesome games here too. Excited, nervous... emotions, yes!
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Zeta @zeta0134.bsky.social · 04/01/2026
I am in awe. @provolonecinco.com absolutely knocked this out of the park. Tactus officially has key #art! I'm scrambling to get the Steam page through review, and trying to get this printed in time for #Magfest. Did you know Tactus will be at MAGFest 2026? Come find me at Indie Retro. :D #indiedev
The player, rendered in uncomfortably gorgeous cel-shaded style, is crouched in an anticipation at the center of a bright disco floor, holding their weapon behind them. They are surrounded by a green zombie with arms outstretched, a blue spider with a gigantic eyeball, a yellow cloaked mage with an S-shaped pendant, a perfectly normal chest, a red slime, and a brown mole preparing to throw some sort of wrench. A blue mushroom glares down from atop a grassy pillar, and a red bird flies in from a distance. The moon illuminates the scene from above-- wait a sec, that's no moon! It's an enormous disco ball.
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Zeta @zeta0134.bsky.social · 25/12/2025
Did I add #holiday themed easter eggs to my shopkeepers? ... maaaaybe! #gamedev
HO - HO - HO
  Now I have
    a machine gun!
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Zeta @zeta0134.bsky.social · 18/12/2025
The slime is one of the oldest enemies in this game. Three years ago, targeting 64 kB compo constraints, one "look to camera" pose was acceptable. Today I decided to overhaul the artwork and give all slimes "lookahead" powers. Hopefully they're now much easier to predict. #pixelart #gamedev #nes
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Zeta @zeta0134.bsky.social · 14/12/2025
Decided to take an old bassline sketch and noodle over it yesterday... and it very rapidly evolved into a whole thing. This is already working in-engine! Here's the "cave" variant, with extra echo and wider duty cycles. ... at some point I have to name these, don't I? #chiptune #nes
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Zeta @zeta0134.bsky.social · 14/12/2025
Now that the event is done, I can show off this quick #15seconds trailer for my indie game, Tactus! You can play the demo over at zeta0134.itch.io/tactus. It was fun trying to capture the essence of the game in such a short runtime. If you're also a #gamedev, why not give it a try?
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Zeta @zeta0134.bsky.social · 14/12/2025
Good grief, there are so many surprisingly high quality indie showings in here. I was not prepared for this much polish. What a fun idea! (My own game may or may not be in here. :D) #15seconds #gamedev #indie
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Zeta @zeta0134.bsky.social · 08/12/2025
How did I manage to get the slot reels* on my one-armed bandit enemy to work properly? Like so many other things on this #nes project, sheer brute force! #pixelart (* they're not random at all. pure skill.)
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Zeta @zeta0134.bsky.social · 27/11/2025
New graphics are drawn and working in-game. I present the *Combat Anchor.* Gosh it's HEAVY! Drag it behind you to catch foes giving chase, then charge it up and SLAM it down in front of you for massive damage. Tricky to use, but quite powerful in the right hands. #gamedev #nes #pixelart
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Zeta @zeta0134.bsky.social · 25/11/2025
How to summarize this fix... ermh. For "racing the beam" reasons, dialog splits weren't quite finished before the top-of-screen split got drawn. To fix it? Add an extra invisible split that does nothing, but which gives dialog time to finish processing. Bug squashed, yes! #nes #gamedev
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Zeta @zeta0134.bsky.social · 23/11/2025
I'm pleased to report that Xbox, Playstation, and Nintendo controllers (on PC), along with NES, SNES, and PowerPad controllers (on NES) are all ... mostly supported! (xbox+SDL2 on MacOS specifically is misbehaving.) This was so VERY tedious. But it's nearly done! #gamedev #screenshotsaturday #nes
It's a screenshot of the input configuration screen in Tactus. The player has selected the "Double D-Pad" preset for Gamepad-type controllers. The symbols clarify that this layout sets up the 4 face buttons as a second D-Pad for the right hand, mirroring a common control scheme for other rhythm games. Special moves have been moved to the shoulder buttons to compensate. This player has a Playstation controller connected to their PC, so the matching glyphs are shown for each button.
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Zeta @zeta0134.bsky.social · 16/11/2025
Currently wrangling the finer points of controller standards. Check it out though: I can detect the controller type and display the appropriate glyphs! It feels... so odd for my #nes game to display #playstation buttons in the interface, but it matches the controller, so... it does. #gamedev
It's a gameplay screenshot from Tactus. On the righthand side, the icons for activating a Fire Spell and Bombs are labeled "O" (circle) and "X" (cross) respectively.
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Zeta @zeta0134.bsky.social · 12/11/2025
I'm so excited to finally be able to demo Tactus in person at #SuperMAGFest2026! This will be the game's first public showing, so come on by and Slay to the Beat! Shoutouts also to @frankengraphics.bsky.social and the rest of the Halcyon team! That game looks *rad* and you should check them out!
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Zeta @zeta0134.bsky.social · 09/11/2025
As part of the effort for the PC port, I'm slowly working on alternate button labels. Good lord, there are so many buttons. Why do we have so many competing standards for what to call shoulder buttons? #gamedev #pixelart
It's a big giant grid of labels, meant to be attached to the side of a button graphic. Most keys on a standard qwerty keyboard are present, along with symbols representing the buttons for many popular controller types.
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Zeta @zeta0134.bsky.social · 06/11/2025
Here's a fun polish-y detail. When a bomb explodes, I need to scroll the playfield 3 pixels "up" for screen shake. But there isn't any valid data "underneath" the playfield to draw. To avoid glitchy tiles, we use extra scroll splits to repeat the last scanline instead. Problem solved! #nes #gamedev
A screenshot of the event viewer, showcasing a static image of a combat arena. The player has thrown a bomb, and it is exploding in a 3x3 pattern on this frame. The playfield is offset up visually, and the bottom row of pixels is stretched out. The event viewer reveals the trick: a set of scroll splits are visible on each repeated scanline near the bottom of the gameplay area.
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Zeta @zeta0134.bsky.social · 23/10/2025
Added a new accessibility feature after getting some feedback from playtesters: high contrast mode! This forces the floor color to always be $0F (black) even in rooms that would otherwise be fully lit. It's also great if you just prefer that classic NES aesthetic. #accessibility #pixelart #nes
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Zeta @zeta0134.bsky.social · 11/10/2025
Today in especially cursed input methods, I am pleased to present working Power Pad support for my #nes game Tactus. Like other entries in the rhythm-based roguelike genre, it is **remarkably** difficult to play like this. Ermh... enjoy? #gamedev #screenshotsaturday
It's a photograph showing Tactus running on a real NES! A SNES controller is plugged into P1, and a PowerPad is plugged into P2. Either one can be used to fully control the game.
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Reposted by Zeta
KaosRio @kaosrio.bsky.social · 28/09/2025
i can finally say that the steam page for my game Ricochet Raven is FINALLY UP!!! #indiedev #indiegame #plswishlisthankyou store.steampowered.com/app/4002020/...
store.steampowered.com
Ricochet Raven on Steam
Ricochet Raven is a fast paced side scrolling roguelike where you can only attack by deflecting enemy projectiles back at them! upgrade your deflection abilities by acquiring upgrade feathers as you m...
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