Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

John smit

14
Posts
14
Followers
A member registered Mar 25, 2018 · View creator page →

Creator of

Recent community posts

It's an honor, thank you for letting me know!

(2 edits)

Yeah, I play fast and loose with headers, my calypsi header was also incomplete until someone pointed it out, thanks for testing and pointing it out though, I'll fix my llvm-mos builds accordingly! Really a side effect of me treating ROMs as a formatted code+data dump as opposed to like an actual format for shipping code

I'm down to do music via MSU1 sound because it would be trivially easy, though I would still want sound effects via spc700

I appreciate the feedback, the multicart from the game jam was just shipped to me, I'll get around to adding sound eventually, in the meantime, I've also got a mostly working nes port now :)

(1 edit)

Nah, I think your right to mention the physics, because the engine is effectively a complete rewrite and runs at 60fps in a 256x256 world, some things were approximated, particularly the integration on the jump arc/fall speed. could maybe have been made a wee bit more generous. I did start writing a sound driver, it crashed after 7 commands because of bugs in llvm-mos's spc700 code gen.

Interesting write up, I do wonder how much of your struggle with the HiROM to LoROM rewrite could be alleviated via better tooling/linking, I assume the issue is swapping things from short to long addressing on subroutine calls and jump tables, because at least coming from a c background, those are sort of beyond the scope of the programmer, it's the linker's job to figure out what subroutines are related and to put them all into banks.

I watched the stream and speak french, but like this translation is garbage, that "But hey, there’s even a title screen!" is just flat out wrong and not what you said.

Would love to know when the stream is so I can be present in chat

(1 edit)

I mean an easy solution that would help fix both the frame rate and and feel of the player physics would have been matching the originals 30fps frame rate, VBCC would be full speed basically everywhere except level 12 with as little as a 15% speedup. You can test overclock of the cpu in Mesen in scan lines and just divide by 525 for a percentage. Adding about 50 scanlines was enough to fix most slowdowns, though 80 was basically all. 

The flood of submissions at the end was something to behold, think we blew the 2021 snes game jam out of the water

Yeah, a generous discord user tested it on hardware, so I did some last minute fixes after it didn't quite work right.

My bad, should work now

My bad, when I did the hotfix 4 hours ago they got set to hidden, has been rectified and you can see the upload time as proof no further edits where made

So I have to ask, if enabling the flag for the extra sprites disables the VRAM upload command, what stops you from using the command to write to RAM to disable the flag, upload to VRAM and then just re enable the flag to allow for snes sprites?