The nightmare of Id Software, a 60-70hz 'Murican company, being forced to write for a 50hz Bri'ish compu'er. The horror!! Doom's own Nightmare difficulty is nothing compared to this.
Nikku4211
Creator of
Recent community posts
I am that musician/graphician/codician.
I have so many SNES songs that I can put in a music portfolio but here are some:
And for code, here's my Molasses rendererfor the SNES that does not use any enhancement chips that I've been messing around with for a while:
I'm kind of proud of it, but it saddens me that there might not be much of a use for it considering how slow the system it's on really is. But whatever.
And here's a graphical example of my work, though I haven't actually drawn 2D art for the SNES in a long time so I had trouble finding more than one image that is actually recent enough to represent my current skills:

Sorry if the images are big.
So yeah, I wanna make a game for the jam but I feel like the game I want to make can't realistically be accomplished the way I want it to be within 3 months on my own. Which is why I'm wondering if anyone is interested in working with me for the jam.
I'm broke tho, so I won't be able to financially compensate you.
I am Nikku4211. I mainly make music but I also draw graphics a bit.
Here's my porfolio for music on the Game Boy (and GBC), all from the previous GB Compo 2023:
I've also uploaded the music I did for Sleep Paradox, which is on the GBA but the OST heavily uses and leans on the GB audio hardware if you want to count that towards the portfolio.As for graphics, I also drew all the art for 7heaven, which has the first song as shown in my music portfolio. I did a bit of colour graphics for the last game in this music portfolio video too, but that game was never finished, so the graphics for that game aren't included in the video. None of the other pieces of software in the portfolio have graphics done by me, I only did the music for them.
All of the songs in the GB Compo '23 portfolio were made in HUGETracker, but I guess I can get used to Furnace too(which is what I used for the Sleep Paradox GBA soundtrack but it can also emulate GB(C) hardware just fine).
I also have a ModArchive account where I post most of my music that is mainly for an entirely different Nintendo console.
While I don't think significant code produced by any popular LLM is realistically going to work without problems on the SNES, unfortunately I think it is still possible for someone to take a generative AI-branded program trained on copyrighted datasets they don't own to make some graphics and audio samples, and then scale it down themselves and convert the result into a format a SNES can understand before putting it in the ROM.
I'm sure this is possible, because pre-rendered genAI images are already not uncommon among other retro console dev spaces, especially in those targeting systems like the NES and Mega Drive.
So, you can confirm it's the latest Sameboy release and that you have all the buttons configured properly?
I have also tried the exact ROM file on Itch.io in both Sameboy 0.15.8 and BGB 1.5.10 and pressing Start did get past the title screen.
I have even compiled the game from the master source code in GitHub and pressing Start there worked too.
Guys who needs music for they NESCompo23 game?
I can do FamiTracker:
I haven't worked with EPSM, but I have done music for other chips in the OPN family:
YM2612 + SN76489 remix of Batman (NES) - Underground Conduit
Do you have any experience in FamiStudio or FamiTracker?
These two are the main programs you may need to get familiar with if you want to make music for actual NES video games.
The NES has only 5 sound channels, and each channel can only play one note at a time. Though the last sound channel is sampled, so you could sample chords there, but you'll have to use tiny samples to fit inside the compo's 64 kibibyte (think 1024x64 bytes) limit.
Point is, the NES is very limited when it comes to the kind of audio it can do, as well as the processor itself being limited when it comes to what it can push in a game. With only 64 kibibytes, you can't expect to be able to render out a whole streamed audio file and put it in the game like that.
I don't see any chiptune in your portfolio, so it looks like you have something to learn about both the NES and its audio hardware.
From one musician to another, I wish you good luck in following this tutorial:
I am a composer, and I've done some Game Boy PSG songs in both GBT and HugeTracker:
GBT example:
HUGETracker example:
Tower of Heaven - Stairway to Revelation (Nikku4211 Remix)
I also draw pixel art too:
While I have been trying some SNES programming, I've never actually made a game engine in it.
I'm probably better at art and music anyway.
I actually make SNES music in OpenMPT and SNESMod, the latter of which actually outputs both SPCs and SNES soundbanks. I have never used SNESGSS, and I don't use DAWs. I have tried MML, and I didn't like it. My music is usually some form of EDM, but I have made orchestra simulations, and I also tend to make cracktro/keygen-style music as well. I like to mix genres, especially when sample space limitations force me to use extremely tiny single-cycle waveform samples and white noise.
I normally draw at resolutions of 512x448 or lower, though I am open to drawing at 512x478 and 256x239 for my PAL pals out there in Europe and Australia and Africa. I have experience with using GIMP to convert an RGB .PNG to an indexed image, and I have used SuperFamiConv many times to convert the result into actual SNES graphics data.




