New tutorials for SNES - Learning the SNES via the Classics

Discussion of hardware and software development for Super NES and Super Famicom. See the SNESdev wiki for more information.
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Oziphantom
Posts: 2000
Joined: Tue Feb 07, 2017 2:03 am

New tutorials for SNES - Learning the SNES via the Classics

Post by Oziphantom »

I aim to do the "Classic games" at least to some Programmer art level, then main polish them up a bit with "SNES effects" latter.

First port though is Hello World which is mostly, how to get init the SNES and get chars on the screen.
https://github.com/oziphantom/ElementsS ... HelloWorld

Boy the SNES takes a lot to fire it up :D

I'm sure it has some mistakes in it..
Señor Ventura
Posts: 277
Joined: Sat Aug 20, 2016 3:58 am

Re: New tutorials for SNES - Learning the SNES via the Classics

Post by Señor Ventura »

Oziphantom wrote: Tue Jan 24, 2023 9:09 am I aim to do the "Classic games" at least to some Programmer art level, then main polish them up a bit with "SNES effects" latter.

First port though is Hello World which is mostly, how to get init the SNES and get chars on the screen.
https://github.com/oziphantom/ElementsS ... HelloWorld

Boy the SNES takes a lot to fire it up :D

I'm sure it has some mistakes in it..
Great!.

I'm speechless, this is a must read for all who want to start.
Guest34546

Re: New tutorials for SNES - Learning the SNES via the Classics

Post by Guest34546 »

Going a bit off-topic here.

"For reasons that will soon become apparent, I've decided to go with the C64 Font in Screen Code layout as per its CHARGEN rom. Luckily this is a bitmap font so is not covered by copyright, and they nicked it from Atari anyway. Open petscii.png and have a look at it."

This is interesting, I've never heard of this before. Google agrees that at least in the US, bitmap fonts are not copyrightable. How come bitmap fonts aren't copyrightable when many other arbitrary forms of data are? This seems strange.
Oziphantom
Posts: 2000
Joined: Tue Feb 07, 2017 2:03 am

Re: New tutorials for SNES - Learning the SNES via the Classics

Post by Oziphantom »

I don't know why, I guess because they are 8x8 or 9x16 and the amount of ways you can put an S and or a p in them is deemed finite and not "design". Maybe it was because they predate the 1988 copyright act and are seen as "data" not art or font or design as they are just bytes in a ROM at the point. But then the law got updated as they got more sophisticated?


Any way Part 2 SNakES is out https://github.com/oziphantom/ElementsS ... cs/2_Snake
lidnariq
Site Admin
Posts: 11813
Joined: Sun Apr 13, 2008 11:12 am

Re: New tutorials for SNES - Learning the SNES via the Classics

Post by lidnariq »

jeffythedragonslayer
Posts: 344
Joined: Thu Dec 09, 2021 12:29 pm

Re: New tutorials for SNES - Learning the SNES via the Classics

Post by jeffythedragonslayer »

Time to quit using PVSnesLib's multicolor madness and nab that Final Fantasy Mystic Quest font! :lol:
Oziphantom
Posts: 2000
Joined: Tue Feb 07, 2017 2:03 am

Re: New tutorials for SNES - Learning the SNES via the Classics

Post by Oziphantom »

Part 3 - 1 Player Squash
This introduces sprites and collision detection.

https://github.com/oziphantom/ElementsS ... s/3_Squash