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Dr. Ludos

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A member registered Jun 15, 2017 · View creator page →

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Hi! Yes, the game cart does work on a 7800+. I've tested it on a never updated 7800+, so on still on firmware 2.0 (so like any 7800+ coming straight of a brand new box).

Hi,

Same problem here as everyone: newly uploaded GIF are not animating. It seems that the image server is simply keeping the first frame and "discarding" all the other remaining frames when we upload it.

Here for example, this GIF of my latest game weight about 328kb. After uploading, it's now a 8kb GIF image with a single frame. So the issue seems  related to how the GIF are processed when uploaded to itch.io.


Thanks for your hard work, I hope you'll be able to fix this, as is this very annoying to not be able to show players how the game "moves" in the description post.

Merci, content que mes jeux vous plaisent ! :)

Pour la Supervision, j'aimerai effectivement m'y attaquer un jour, car je trouve la console intéressante, c'est comme une "Game Boy" d'une réalité alternative :). La console possède un framebuffer, donc elle peut afficher des dessins "au pixel près" contrairement à ses concurrentes basées sur des tiles et sprites. C'était un choix original pour l'époque.

Il y a déjà eu un homebrew Supervision très sympa il y a quelques années, Assembloids: https://www.polyplay.xyz/Assembloids-Standard-Edition-Supervision

Pour la Gamate ce serait intéressant aussi, mais pour l'instant je ne possède pas la console, donc je ne le connait pas encore vraiment.

Merci pour vos encouragements, c'est très motivant !

Thanks :)!

Woaw, this is gorgeous, congratulations! :)

Thanks a lot for drawing such a cool "fan-art", I love it! :)

I'm happy to accept your offer to email me the files:

Thanks, I'm glad you liked it! :)

Thanks a lot for your comment, I'm glad you enjoyed it!

Hi! 

If you have a SD2SNES or a FXPakPro you can play the game on real hardware without a SGB, as this flashcart can fully emulate a SGB1 or 2.

There are also a few emulator able to run this game (Higan, Ares, BSNES and Mesen 2.0, including their RetroArch cores)

This is great idea!

Thanks a lot for giving exposure to our game and encourage players to try them!

Hi! 

Don't be worried, your FXPakPro is working great: the "SNES Sprites" feature of the SGB does flicker, whether you play it on real hardware or emulator.  I designed the game with a plain white background to try to mitigate this issue, but the SNES sprites will still appears translucent / ghostly due to the constant flickering.

I'm sorry if the game page description wasn't clear on this topic, but this feature is flawed due to the flickering, and that's likely why Nintendo disabled it. The "fix" performed by this game is to be able to enable this feature back (it's normally locked away), but I don't think anything can be done to prevent the flickering.

I tested my SD2SNES (previous name of FXPakPro) and it does emulate the SGB1 and SGB2 perfectly to my eyes: I didn't notice any difference running my through an actual SGB / SGB 2 and the FXPakPro while testing my game.

Yes, this is incredible, it's great to see so many new SNES game! Congrats to everyone, and thanks a lot to the Jam organizers for running it! :)

Hi Svambo,

Thanks a lot for accepting to let the game be present on the Jam due to its "uniqueness" despite failing to meet the technical requirement for the multicart.

There is a lot of great entries this year, it great to see that the Jam manages to motivate people to create new SNES games :)!

Hi! You have a good idea, but it's actually a bit more complicated than that. The VRAM upload in the sprites area is permanently disabled in the SGB BIOS, like the "SNES Sprites control" function. According to the SGB documentation, you can set a flag for the VRAM upload to send data to the sprites area, but in reality, the code of this function in the SGB BIOS disregard this flag and always send data to the "background area".

It may be possible to patch the SGB Bios to restore the VRAM sprites upload, or to try to manually send graphics data a few bytes at the time using the general "SEND DATA to SNES RAM" function. Thanks to Nenson Dubois research, this function is used in my game to patch the SGB Bios to enable the "SNES Sprites" function, so there is still hope that it may also be possible to restore the sprites VRAM upload too.

But regarding the sprites flickering, I fear that this issue will never be solved, as I think that's what led Nintendo to disable the "SNES sprites" function in the first place. As the SGB Bios read the Sprites OAM data from the content of the GB Screen sent by the SGB (so from a portion of SNES VRAM actually), I don't think the SNES will have the time to do everything and maintain a 60 fps update.

Hi, thanks for the heads up! I personally used higan during this project (as it's almost 100% accurate and the one I'm used to), but I guess I should try to include Mesen 2.0 too, sounds neat that they support so much systems!

Hi, thanks for your feedback. I too enjoy trying to push our beloved retro consoles whenever possible :)!

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Hi, I'm glad you like it!

Regarding the technical constraints, sadly yes, as the game requires a Super Game Boy to work (or a SD2SNES / FXPakPro emulating the device), it won't be able to be featured in the cartridge compilation. The game is only 32kb in size, but it needs the extra hardware contained in the SGB to work (basically, a stripped down GB motherboard).

I'm sorry for not being able to 100% adhere to the technical constraints with this project. But I found very interesting and unique to be able able to control SNES sprites and BG color palettes from a GB program, unlocking a "hidden feature" of the SGB device in the process.

I'm obviously opting out of any prize or rank in fairness for the other participants. But I hope that the game can still be played and reviewed by the Jam jury, as I'm always interested in feedback, and I'm happy to spread the word about the "unused power" of the Super Game Boy :).

Thanks a lot for your comment, I'm glad you enjoyed it! :)

Hi everyone!  

I've just submitted my game, titled "DMG vs. Super Game Boy".

DMG vs. Super Game Boy

My entry is a bit "special", as it was created for the Super Game Boy device. But this is not a regular Game Boy game: it relies on a "hidden" feature of the device to control and display actual SNES sprites in addition to everything rendered in the GB screen area.

It also also uses other SGB features to colorize the screen and play sounds using the SNES sound chip.

You'll need a SNES + a SGB1 or 2 or a SD2SNES / FX Pak Pro to play this game, or you can use a SNES emulator with full SGB emulation like Higan, Ares, BSNES or Mesen S. 

I hope you'll enjoy it, even if it's not a "standard" SNES game :)!

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Hi everyone! 

As you can see, this entry is a bit "special", as it was created for the Super Game Boy device. But this is not a regular Game Boy game: it relies on a "hidden" feature of the device to control and display actual SNES sprites in addition to everything rendered in the GB screen area.

It also also uses other SGB features to colorize the screen and play sounds using the SNES sound chip.

You'll need a SNES + SGB or a SD2SNES / FX Pak Pro to play this game, or you can use a SNES emulator with full SGB emulation like Higan, Ares, BSNES or Mesen S.

I hope you'll enjoy it, even if it's not a "standard" SNES game :)!

Thanks for the suggestion, this is indeed a very nice publisher.
My publisher Yastuna used their PCB for the release of Sheep It Up! and DMG Deals Damage :)

Thanks again for your interest, I'll keep you updated on this topic!

Hi! Yes sadly my publisher Yastuna Games has closed shop at the end of 2024. They still had a few copies of my GB games Sheep It Up! and DMG Deals Damage in stock. So I'm hoping that another publisher will be interested in picking up the remaining stock and sell it. But my 3rd GB game, GB Corp, was sold out.

I don't have an idea when (and if) this will happen, but I'll post a message again here if this game become available for sale again.

Thanks again a lot for your interest in my games :)

Yes, it does work on Stella emulator. The web version here is actually using an HTML5 port of Stella (done by Emulator.js)

You're welcome! I hope you'll enjoy the game! :)

(1 edit)

Hi again, sorry for all the messages, but I've just found this;

https://gbatemp.net/threads/nitro2k01s-sgb-enabler-for-ez-flash-jr.592961/

Basically it's a modified menu kernel that allow the EZ Flash Jr to work almost normally on a SGB.

If you try it, just to be safe, please backup your ezgb.dat from your SD before replacing it with the one from this archive.

Reading this, I think it's normal that the SGB is behaving like a DMG with the EZ Flash Jr, and it's due to the Flashcart not supporting the SGB and thus the game is not able to detect it. I hope this modified kernel will solve the issue

Ok, so I've read a bit about this Flash cart (the EZ Flash Jr) and apparently it have some issues with the Super Game Boy, that is not part of the "supported devices" on their websites.

I've read on reddit that you have to "press the reset button on the cartridge twice" to make the SGB detect it. Could you please try this too hoping it will fix the problem?

Hi, thanks for the report. This is good news that it does work on the SGB, although it's strange that it's detected as a DMG. The machine detection code is based on the memory value after bios boot, so the Flashcart firmware is maybe doing something here.

Could you please try again with the ROM file "gbcorp_full_nolink.gb " ? This version has the link-cable feature disabled for better compatibility with some Flashcart, maybe it'll help with yours too?

Hi! Yes, you can play the ROM with an actual SGB or SGB2 using a Game Boy Flashcart, like the Everdrive or any other. I personally use the Everdrive GB, but as long as your FlashCart have SRAM support (for saving progress) you should be good to go!

Alternatively, if you have a SNES Flashcart like the SD2SNES / FXPAKPRO, this one can emulate a SGB/SGB2, so you can play this game (or any other GB game) on a SNES without using an actual SGB/SGB2.

Hope that helps, and please let me know if your need more info.

Have fun!

Hi! I've made a PAL60 version of the game, available here: https://drludos.itch.io/spacegiraf/devlog/934254/pal60-and-secam60-versions-avai...

Thanks again for requesting it! It motivated me to do it sooner :).

Good idea! :)

Thanks for the kinds words, and I'm glad you liked the game! :)

Hi, thanks for your feedback! I'd like to keep working on the game after the game, by adding more enemies types with different movement patterns, and attacks. 

The jumping head is a cool idea, but I honestly think it'll be hard to use on a one-button console ;).

Heya! Thanks for the heads up about the PAL60 version.

I actually planned to make one too, but I lacked time to do so during the Jam. But it's definitively planned for a post-jam version :)

Woaw, congratulations, you are now the official record holder on this game!

I'm very impressed, 14900 is a huge score! :)

Hi fellow Atari 2600 developer! I saw you game Mutatis, it's very cool and original!

Feel free to ask if you have any question about my game source code. For the "text stretch" effect, it's actually very simple. I first set up the text using the playfield, and then I animate it by modifiying the "FracInc" (Fractional Increment) variable that governs how "long" each "playfield row" appears onscreen. More information about this topic here; https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc...

Thanks, I'm glad you enjoyed the game!

Hi, thanks a lot for your kind words and for your support! It gives me great motivation to see players enjoying the game! :)

Hi! The release of the digital ROM version of this game are still in the work. I know it's been quite a long time, but if everything goes well, the physical version of the game for Game Gear should be released this year, and the goal would be to have the rom version available after this physical release. The gameplay on the Game Gear version have been improved using the feedback I got from the Master System release by-the-way.

Hi! Thanks a lot for the video review, and I'm glad you enjoyed the game! :)

This one use an HTML5 port of retroarch by ToadKing, but it's quite ancient now: https://toadking.com/retroarch/genesis_plus_gx.html.

There is now an updated version called "Emulator.JS" that allow you to embed emulators for many more consoles (loads of cores supported), and with more configurable options, that I recommend (I used this one in my latest releases):

https://emulatorjs.org/

Hope that helps!

Heya! Thanks a lot for your interest in my game :). Sadly, this game is no longer available on cartridge, as Catskull Games ceased its activities some years ago.

If I'm able to have it available again through another homebrew publisher, I'll reply again to this comment. But honestly this is quite unlikely as they are not many people able to hand build and sell SNES cartridge one by one nowadays.