Search found 418 matches

by Nikku4211
Wed Jul 08, 2020 11:18 am
Forum: SNESdev
Topic: Unknown symbol...
Replies: 29
Views: 15390

Re: Unknown symbol...

No, not that. Obviously it's going to the SPC700. What program did you make the .SPC music file in?
by Nikku4211
Mon Jul 06, 2020 8:54 pm
Forum: SNESdev
Topic: Unknown symbol...
Replies: 29
Views: 15390

Re: Unknown symbol...

LucianoTheWindowsFan wrote: Mon Jul 06, 2020 10:22 am Here's the code in txt
Okay, what format did you make the SNES music in first?
by Nikku4211
Wed Jul 01, 2020 11:10 am
Forum: NESdev
Topic: VBCC Optimizing C-compiler now supports NES
Replies: 190
Views: 115017

Re: VBCC Optimizing C-compiler now supports NES

vbc wrote: Tue Jun 30, 2020 3:53 am If there is some demand I might add support for the 65816, but somebody would have to help with target integration and provide SNES-specific support libraries.
SNES-specific support libraries? Like, ASM libraries?

I know a pretty good SNES-specific library... Behold, Optiroc's LibSFX.
by Nikku4211
Sat Jun 27, 2020 10:58 am
Forum: NESdev
Topic: KickC Optimizing C-Compiler now supports NES
Replies: 34
Views: 23092

Re: KickC Optimizing C-Compiler now supports NES

Do you plan to add SNES support, too? I don't care if PVSNESLib exists.
by Nikku4211
Sat Jun 27, 2020 10:57 am
Forum: NESdev
Topic: VBCC Optimizing C-compiler now supports NES
Replies: 190
Views: 115017

Re: VBCC Optimizing C-compiler now supports NES

Nice. Do you plan to support SNES? I know there's already PVSNESLib, but it's not really great to be honest...
by Nikku4211
Fri Jun 26, 2020 8:57 pm
Forum: SNESdev
Topic: SNES microgame tool (WIP)
Replies: 5
Views: 5628

Re: SNES microgame tool (WIP)

That's a pretty cool idea. I already have lots of nostalgia with making WarioWare: DIY games, music, and manga on DSi. I'm still using Blockly for the programming, but for the GUI I'm now just using Tiled. I don't enjoy working on GUIs so it's convenient that there's a level editor that already work...
by Nikku4211
Fri Jun 26, 2020 8:33 pm
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 84
Views: 46610

Re: Retro Game Builder (make your own snes games)

The game can always come later as the program develops further. But its a good idea to show off what the software can do. Plus gives another reason to support the project. Ah, I see. Though if the program develops further and gets more and more features, if the example game is already finished, it ...
by Nikku4211
Tue Jun 23, 2020 2:30 pm
Forum: SNESdev
Topic: Unknown symbol...
Replies: 29
Views: 15390

Re: Unknown symbol...

Can you explain what method you are using to put music into your game? Can you explain what format the music is in?
by Nikku4211
Tue Jun 23, 2020 11:22 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 84
Views: 46610

Re: Retro Game Builder (make your own snes games)

When you make RGB don't just make a program that creates SNES games. Create your program and then create a full blown game with it to show off what it can do, but keep the game limited to 1 MB then allow the user base to expand the ROM to 4 MB and build their own games off all of the existing resou...
by Nikku4211
Sat Jun 13, 2020 4:13 pm
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 8779

Re: Ideas for compressing BRR samples further

Just wondering, if those sounds like synth patches, could the BRR version possibly be generated algoritmically by software ? This would save the hassle to deal with compression in the first place. Yeah, it'd be awesome to use the SPC700 itself to generate samples. I imagine it could be possible to ...
by Nikku4211
Fri Jun 12, 2020 6:43 pm
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 8779

Re: Ideas for compressing BRR samples further

The idea psycopathicteen is proposing seems to be that you could pack a bunch of compressed samples into ARAM and decompress each one with the SPC700 when required; they wouldn't ever have to all be uncompressed at the same time. This is likely why he picked LZ4; it's very fast on 8-bit processors....
by Nikku4211
Fri Jun 12, 2020 5:22 pm
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 8779

Re: Ideas for compressing BRR samples further

It's to pack more in the audio RAM. The data has to be decompressed from LZ4 into BRR before being played by the SPC700. That's exactly what the general consensus that this method 'doesn't work' means: that it's not going to pack more in the audio RAM because the decompressed result will ultimately...
by Nikku4211
Fri Jun 12, 2020 5:10 pm
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 84
Views: 46610

Re: Retro Game Builder (make your own snes games)

I like the idea of being able to make your games without code, but I think it would be a good idea to also give the developers the option to code directly in ASM. Like you can pick which method you want. While this is a good idea, if you wanted to code ASM, you might as well just edit the ASM files...
by Nikku4211
Mon Jun 08, 2020 1:13 pm
Forum: SNESdev
Topic: M1TE - Tile Editor
Replies: 14
Views: 17898

Re: M1TE - Tile Editor

dougeff wrote: Sun Jun 07, 2020 4:44 pm Once I get 16x16 tiles working, I'm going to make other modes. I'm slow. It will take some time.
Alright, nice. Please take as much time as possible, because you'll need the time to better the program.
by Nikku4211
Mon Jun 08, 2020 1:10 pm
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 84
Views: 46610

Re: Retro Game Builder (make your own snes games)

As far as making it a stretch goal specifically, that's a bit tricky. My understanding is that the estimated delivery date stays the same with or without stretch goals. I'm just one developer working alone, and I don't want to rush to release if it means sacrificing quality. I'll think it through c...