Search found 418 matches
- 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?
- Mon Jul 06, 2020 8:54 pm
- Forum: SNESdev
- Topic: Unknown symbol...
- Replies: 29
- Views: 15390
Re: Unknown symbol...
Okay, what format did you make the SNES music in first?
- 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
SNES-specific support libraries? Like, ASM libraries?
I know a pretty good SNES-specific library... Behold, Optiroc's LibSFX.
- 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.
- 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...
- 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...
- 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 ...
- 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?
- 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...
- 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 ...
- 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....
- 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...
- 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...
- Mon Jun 08, 2020 1:13 pm
- Forum: SNESdev
- Topic: M1TE - Tile Editor
- Replies: 14
- Views: 17898
- 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...