Game Genie Game mini-jam
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sylvie
- Posts: 2
- Joined: Fri Jun 13, 2025 8:09 am
Re: Game Genie Game mini-jam
okay heres my actual submission, the two ROMs are different, you want to check both, i wouldve wanted to have it as just one but i need the time pressure from this project gone
these two ROMs will display drawings of a furry in a bikini. its not nsfw, i got lidnariqs approval for this, but it might not be something youd want someone else to see. because of this, im not going to provide screenshots (i dont think you can post images which require user interaction to be viewed)
one of the ROMs includes a warning of its own, but again due to no way im going back to fix it, the other one doesnt
before releasing any source code id want to first get dagga to put an appropriate license on her contributions
also forgot to put it in the credits but this uses the pently driver for music
oh apparently were supposed to state how much was done pre-jam: NMI code (popslide), LZSS decompression
these two ROMs will display drawings of a furry in a bikini. its not nsfw, i got lidnariqs approval for this, but it might not be something youd want someone else to see. because of this, im not going to provide screenshots (i dont think you can post images which require user interaction to be viewed)
one of the ROMs includes a warning of its own, but again due to no way im going back to fix it, the other one doesnt
before releasing any source code id want to first get dagga to put an appropriate license on her contributions
also forgot to put it in the credits but this uses the pently driver for music
oh apparently were supposed to state how much was done pre-jam: NMI code (popslide), LZSS decompression
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Last edited by sylvie on Sat Oct 04, 2025 12:03 pm, edited 2 times in total.
foruming(ish) since 2025!
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Dacicus
- Posts: 46
- Joined: Sat Dec 20, 2008 4:59 pm
Re: Game Genie Game mini-jam
Here's my entry: Color Escape.
It's a grid-based puzzle game in which you manipulate colors via the attribute table in order to get to the exit. Use the D-pad to move around. The other controls are explained as you go. There was at least one idea that I didn't implement (tiles that only allow a limited number of changes), so maybe I'll revisit this in the future.
Stuff written beforehand:
It's a grid-based puzzle game in which you manipulate colors via the attribute table in order to get to the exit. Use the D-pad to move around. The other controls are explained as you go. There was at least one idea that I didn't implement (tiles that only allow a limited number of changes), so maybe I'll revisit this in the future.
Stuff written beforehand:
- A nametable decompression routine that I've used in other projects.
- Some init code and input handling code from the wiki.
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freem
- Posts: 184
- Joined: Mon Oct 01, 2012 3:47 pm
- Location: freemland (NTSC-U)
Re: Game Genie Game mini-jam
Video Poker
(Notice: For amusement only, does not use real money)
A simple video poker game. (Took a bit longer than I expected, though I can blame procrastination for that.)
Screenshot: Controls
[Betting Phase (assumes you have money)]
Up - increase bet (maximum 5)
Down - decrease bet (minimum 1)
A or Start buttons - place bet
B button - return to title screen
Select button - show Pay Table
[Playing Phase]
Left/Right - Move card cursor
A button - Toggle card hold
Start button - Finish up
Select button - show Pay Table
Credits
Game by freem (code, sound, music)
External Code/Libraries:
I used some of my old code from the freemco NES corelib.
Source code for this entry and the invitro are available (license is Unlicense for both):
https://github.com/freem/ggjam_invitro
https://github.com/freem/ggjam_videopoker
(Notice: For amusement only, does not use real money)
A simple video poker game. (Took a bit longer than I expected, though I can blame procrastination for that.)
Screenshot: Controls
[Betting Phase (assumes you have money)]
Up - increase bet (maximum 5)
Down - decrease bet (minimum 1)
A or Start buttons - place bet
B button - return to title screen
Select button - show Pay Table
[Playing Phase]
Left/Right - Move card cursor
A button - Toggle card hold
Start button - Finish up
Select button - show Pay Table
Credits
Game by freem (code, sound, music)
External Code/Libraries:
- bin2dec by Quietust and blargg
- FamiTone5 by nesdoug and Shiru
- 16-bit Galois LFSR by rainwarrior
I used some of my old code from the freemco NES corelib.
Source code for this entry and the invitro are available (license is Unlicense for both):
https://github.com/freem/ggjam_invitro
https://github.com/freem/ggjam_videopoker
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Last edited by freem on Fri Oct 03, 2025 8:33 am, edited 1 time in total.
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Punch
- Posts: 375
- Joined: Sat Feb 16, 2013 11:52 am
Re: Game Genie Game mini-jam
So uh… unfortunately I couldn’t make it this time, but I’ll probably keep developing my project outside of the jam though. I attempted a Chip8 interpreter and got tripped up by trying to blit sprites in the Game Gear tileset into the framebuffer properly. I could only work on it for two days too. Oops.
I’ll make a separate thread later. Great submissions btw!
I’ll make a separate thread later. Great submissions btw!
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Memblers
- Posts: 4150
- Joined: Mon Sep 20, 2004 6:04 am
- Location: Indianapolis
Re: Game Genie Game mini-jam
I can't finish mine in time either, I'm sure I'll work on it more later though. The mundane parts are done, mostly the fun stuff is left.
It's a program to view stuff in the attached cartridge. The only part I implemented just today, is the sound mode, which is basically playing an NSF right off the mask ROMs. However, when I went to test it in FCEUX, (using it as the GG image), it boots to a grey screen, and there's no time left to debug that. What's another emu that emulates the Game Genie? Maybe sound mode works, maybe it doesn't. If not, I guess I effectively a UI demo and little hex editor of sorts.
If an emu never supports it, probably it can be cut down to 4kB for individual features, and try it on the original board eventually someday.
Other stuff could be like:
PPU view - view CHR tiles, search rom for palette tables
CPU view - display hex view or disassembly
sound - access music/sfx on cart
ROM hack - patch ROM like a normal game genie, without the encoding
RAM hack - patch NMI vector and RAM init, inject code into unused RAM
For CHR-ROM games it builds an ASCII table. I thought it be amusing to view a game's disassembly in its own font.
I used the llvm-mos sdk. Only thing I ran into trouble with, is putting C code in RAM, it seems like in other compilers I just tag it as 'data' segment and it would work, I still couldn't get it happen with this setup though (using __attribute__((section)). Didn't spend a lot of time on that, as I ran out of time.
BTW, while I was thinking about recently, I considered maybe why those GG chips were damaged. With me not initializing them, maybe they powered up in a state where multiple of the 'code units' were triggered on the same address but were outputting conflicting data. Just guessing. I still have to look for those dead chips, been really busy lately.
Anyways, great entries everybody.
It's a program to view stuff in the attached cartridge. The only part I implemented just today, is the sound mode, which is basically playing an NSF right off the mask ROMs. However, when I went to test it in FCEUX, (using it as the GG image), it boots to a grey screen, and there's no time left to debug that. What's another emu that emulates the Game Genie? Maybe sound mode works, maybe it doesn't. If not, I guess I effectively a UI demo and little hex editor of sorts.
If an emu never supports it, probably it can be cut down to 4kB for individual features, and try it on the original board eventually someday.
Other stuff could be like:
PPU view - view CHR tiles, search rom for palette tables
CPU view - display hex view or disassembly
sound - access music/sfx on cart
ROM hack - patch ROM like a normal game genie, without the encoding
RAM hack - patch NMI vector and RAM init, inject code into unused RAM
For CHR-ROM games it builds an ASCII table. I thought it be amusing to view a game's disassembly in its own font.
I used the llvm-mos sdk. Only thing I ran into trouble with, is putting C code in RAM, it seems like in other compilers I just tag it as 'data' segment and it would work, I still couldn't get it happen with this setup though (using __attribute__((section)). Didn't spend a lot of time on that, as I ran out of time.
BTW, while I was thinking about recently, I considered maybe why those GG chips were damaged. With me not initializing them, maybe they powered up in a state where multiple of the 'code units' were triggered on the same address but were outputting conflicting data. Just guessing. I still have to look for those dead chips, been really busy lately.
Anyways, great entries everybody.
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Fiskbit
- Site Admin
- Posts: 1380
- Joined: Sat Nov 18, 2017 9:15 pm
Re: Game Genie Game mini-jam
NintendulatorNRS should emulate this (and is my go-to recommendation for the widest support for hardware and mappers).
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pubby
- Posts: 588
- Joined: Thu Mar 31, 2016 11:15 am
Re: Game Genie Game mini-jam
Here's a little 2-4 player game made in nesfab. Goal is to kill each other using rock / paper / scissors as atari adventure-style items.
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team_disposable
- Posts: 130
- Joined: Sat Oct 15, 2016 8:52 am
Re: Game Genie Game mini-jam
Here's my entry - Genievania is a tinyvania.
genievania-jam-edition.nes - The version submitted for the jam. Playable end to end but has some wonky and hilariously exploitable bugs in the physics.
genievania-1.1.nes - The new version, with the only change being collision detection for jumping. Probably also has some hilariously exploitable bugs, just ones I don't know about yet.
genievania-1.2.nes - fixes the right collision with the background being off by 1 in version 1.1. I recommend you play this version.
Thanks for playing!
Made in ca65/cc65 using neslib and including famitone2, but I didn't get round to including any music of sfx.
Programmed entirely in C and surprisingly not using any code from previous projects.
genievania-jam-edition.nes - The version submitted for the jam. Playable end to end but has some wonky and hilariously exploitable bugs in the physics.
genievania-1.1.nes - The new version, with the only change being collision detection for jumping. Probably also has some hilariously exploitable bugs, just ones I don't know about yet.
genievania-1.2.nes - fixes the right collision with the background being off by 1 in version 1.1. I recommend you play this version.
Thanks for playing!
Made in ca65/cc65 using neslib and including famitone2, but I didn't get round to including any music of sfx.
Programmed entirely in C and surprisingly not using any code from previous projects.
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Last edited by team_disposable on Fri Oct 03, 2025 9:53 am, edited 4 times in total.
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CardboardBox
- Posts: 6
- Joined: Sat Feb 27, 2021 12:13 pm
Re: Game Genie Game mini-jam
I posted this in discord earlier, but here's my official submission. The ROM is unchanged.
Slidy Snek
You are a snek. Use the d-pad to slide. The floor is ice, so you can't stop moving or change directions until you collide with a wall or your body. Your goal is to eat all the blueberries (which are frozen due to the ice), and then exit the level. Each blueberry you eat makes you grow 1 unit longer. This can allow you to reach new blueberries by colliding with your body, but can also get in your way.
If you get stuck, press START to reset the level.
Slidy Snek
You are a snek. Use the d-pad to slide. The floor is ice, so you can't stop moving or change directions until you collide with a wall or your body. Your goal is to eat all the blueberries (which are frozen due to the ice), and then exit the level. Each blueberry you eat makes you grow 1 unit longer. This can allow you to reach new blueberries by colliding with your body, but can also get in your way.
If you get stuck, press START to reset the level.
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lidnariq
- Site Admin
- Posts: 11803
- Joined: Sun Apr 13, 2008 11:12 am
Re: Game Genie Game mini-jam
On this Discord, Wrymouth posted:
Space Genie RPG
is my submission for the Game Genie Game mini-jam!
Go on a treacherous journey to the moon with aliens trying to stop you at every turn! Make clever use of your ship's weapons to complete the mission!
The source code can be found here: https://github.com/Wrymouth/GameGenieTest
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Punch
- Posts: 375
- Joined: Sat Feb 16, 2013 11:52 am
Re: Game Genie Game mini-jam
Behold! An incomplete Chip8 Interpreter.Punch wrote: Tue Sep 30, 2025 11:58 am So uh… unfortunately I couldn’t make it this time, but I’ll probably keep developing my project outside of the jam though.
-NROM 16k
-Loads a 256 byte program from $E000 into $0200 (can fit programs up to 07ff no problem, was just lazy to copy everything)
-Partial opcode support: 00E0 (CLS), 1nnn (Jump), 6Xnn (LD VX, nn), 7xnn (ADD VX, nn), Annn (LD Ix, nnn), Dxyn (Draw Ix, Iy, n).
-Known bugs: missing opcodes (duh), blitting sprite with Dyxn loses rows of pixels if x % 4 == 3, edit: actually my framebuffer code is very much broken and will not work as intended for anything more complex than the rom it ships with...
-Sprite drawing waits for vBlank.
But it works! And it prints NesDev (I had a cuter image to convert but I have literally no time to do the conversion!!!
I hereby release this into the public domain etc.
More updates, source to come on a dedicated thread. Maybe?
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Last edited by Punch on Thu Oct 02, 2025 2:20 am, edited 1 time in total.
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jroweboy
- Posts: 5
- Joined: Mon Apr 03, 2023 9:50 am
Re: Game Genie Game mini-jam
Contents include:Step By Step
A puzzle game where you program your character's actions.
- 14 Levels, including 6 levels that are recreations of classic puzzles from The Lost Mind of Dr. Brain
- Speed up button to make everything faster paced
- Password system in case you want to come back later
- Brief in game help guide
- Amazing soundtrack composed by hEYDON
- Almost all 16kb used!
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Last edited by jroweboy on Wed Oct 01, 2025 10:50 am, edited 1 time in total.
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lidnariq
- Site Admin
- Posts: 11803
- Joined: Sun Apr 13, 2008 11:12 am
Re: Game Genie Game mini-jam
Lacking any inspiration on how to make this interactive, here's my entry. It's a swirly field of squares, gyrating as though suspended in fluid inside a cylinder.
I did try adding a simple "detect light with zapper -> delete that square" but it was underwhelming
I did try adding a simple "detect light with zapper -> delete that square" but it was underwhelming
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Fiskbit
- Site Admin
- Posts: 1380
- Joined: Sat Nov 18, 2017 9:15 pm
Re: Game Genie Game mini-jam
I spent the last 12 hours or so putting together this game, Sproing. It looks like Pong, but looks can be deceiving. The game meaningfully increases in challenge until 80 bounces, and still speeds up after that. If you can survive that long, you're better than I am. You can press select before starting to select a different, slightly easier mode. I tried to go for something that feels to me like the Atari 2600, though I made no effort to be actually authentic to that.
And there we go: just 20 seconds to spare!
Edit: I've made an update to my entry. Now that I've had some time to sleep and actually play the game, I've been able to balance the difficulty so it's more interesting and makes it much more realistic that somewhat-skilled players will see all of the game mechanics. The last unique hazard is now added at 34 bounces, more existing hazards are added up to 100 bounces, and then the ball begins increasing in speed until 255 bounces. Previously, there was also a bug that caused a significant unintended difficulty increase at 32 bounces.
I also changed the name of the game to Paddle Hell, which I think does a better job of expressing the idea of the game. There is now a title screen showing this. The Nintendo header was also not structured in a way that would be compatible with the FamicomBox, which should now be fixed.
I've added the updated Paddle Hell ROMs and have kept the original submission for posterity.
And there we go: just 20 seconds to spare!
Edit: I've made an update to my entry. Now that I've had some time to sleep and actually play the game, I've been able to balance the difficulty so it's more interesting and makes it much more realistic that somewhat-skilled players will see all of the game mechanics. The last unique hazard is now added at 34 bounces, more existing hazards are added up to 100 bounces, and then the ball begins increasing in speed until 255 bounces. Previously, there was also a bug that caused a significant unintended difficulty increase at 32 bounces.
I also changed the name of the game to Paddle Hell, which I think does a better job of expressing the idea of the game. There is now a title screen showing this. The Nintendo header was also not structured in a way that would be compatible with the FamicomBox, which should now be fixed.
I've added the updated Paddle Hell ROMs and have kept the original submission for posterity.
You do not have the required permissions to view the files attached to this post.
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Fiskbit
- Site Admin
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- Joined: Sat Nov 18, 2017 9:15 pm
Re: Game Genie Game mini-jam
This game is very cool, but unfortunately it has a serious glitch on hardware caused by doing a 2nd $2006 write at a bad time during the scanline. This causes the scroll position to glitch, producing an upleasant full-screen flicker. You need to try to land this write during the sprite fetch reading of hblank. Mesen emulates this glitch, but you have to enable it in the emulation options (Settings -> Emulation -> NES -> "Enable PPU $2006 scroll glitch emulation").