feasibility of having a game editor run on the SNES itself

Discussion of hardware and software development for Super NES and Super Famicom.

Moderator: Moderators

Forum rules
  • For making cartridges of your Super NES games, see Reproduction.
Post Reply
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

feasibility of having a game editor run on the SNES itself

Post by psycopathicteen »

I had this idea earlier today of having a cart with a large amount of battery save RAM, and a small amount of ROM, allowing you to edit itself. It could have a graphics editor, a level editor, and the ability to animate the enemy and object behavior frame by frame, like an animated cartoon.
User avatar
rainwarrior
Posts: 8062
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by rainwarrior »

Why stop there? Put a text editor and compiler on it!
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by tepples »

It's possible, and it exists. Athena released the vertical shmup maker Dezaemon for Famicom and Super Famicom. The big limit is that all the sprites, maps, and AIs that the user creates have to fit in PRG RAM, which tops out at 32 KiB for the Famicom (SXROM) and 128 KiB for the Super Famicom.
User avatar
rainwarrior
Posts: 8062
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by rainwarrior »

Why does it have to top out? Couldn't you build a board with RAM banking, and probably flashable ROM as well?
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by tepples »

Because the SNES PowerPak, Super EverDrive, etc. might need to be modified to support emulating a board with flashable ROM. That and the fact that there's a dwindling supply of Super NES Mouse controllers for efficiently drawing in the editor unless someone manages to make the oft-suggested PS/2 to Super NES adapter.
User avatar
MottZilla
Posts: 2835
Joined: Wed Dec 06, 2006 8:18 pm

Re: feasibility of having a game editor run on the SNES itse

Post by MottZilla »

Some games actually had editors that ran on the system. Mega Man X and Super Metroid come to mind. I think the subject of making game editing tools for making levels and things that ran on a NES has come up before. I think the idea was for some people it might be easier to make a level builder on the NES than to program one that runs on the PC.

I recall reading but don't recall the accuracy that Super Metroid had a "Demo Recorder" that actually attempts to write to ROM, suggesting that on some Nintendo development systems that the cartridge ROM area was writable by the game itself.
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

Re: feasibility of having a game editor run on the SNES itse

Post by psycopathicteen »

Woah, that is interesting! Is that what the mysterious "debug mode" in Sonic 1 was for?
User avatar
benjaminsantiago
Posts: 84
Joined: Mon Jan 20, 2014 9:40 pm
Location: Astoria, NY
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by benjaminsantiago »

To me it makes more sense to use a tile/sound/graphic editor on PC, and then be able to upload to the system itself. Or to
save some kind of specialized debugging for the system itself. Not sure how things like famitracker work on the backend, but it would be cool to have,say, some kind of way to write a song on PC in a familiar environment and then have a player on the SNES where you could mute/solo different channels, or go back and forth.

Tools like photoshop (for me anyway) are pretty robust and it seems like you'd have to do a lot of work to emulate some of their functionality on SNES, stuff like layers, undo, and using marquee to select and copy large areas is pretty convenient. I remember loving the stamp creator thing in mario paint though.

I haven't read it with any degree of seriousness but there is pretty good documentation for the quickdev16

https://www.assembla.com/wiki/show/quickdev16

and the psygnosis dev cart

http://www.romhacking.net/utilities/1022/
Last edited by benjaminsantiago on Tue May 27, 2014 3:35 pm, edited 1 time in total.
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by tepples »

A tile editor that runs on the Super NES allows previewing in real time what composite encoding artifacts will do to your tiles. Otherwise, you have to have the computer, its monitor, the Super NES Control Deck, and its monitor all in the same room, with some sort of serial cable between the two.
User avatar
Kasumi
Posts: 1293
Joined: Wed Apr 02, 2008 2:09 pm

Re: feasibility of having a game editor run on the SNES itse

Post by Kasumi »

I'm reminded of this: RPG Maker for Super Famicom. There's one for Game Boy Color and a bunch of other consoles. I feel like the idea of these things is always much cooler than actually using them.
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by tepples »

If you have a Nintendo DS, you must DIY! (Or else you will die.)
User avatar
benjaminsantiago
Posts: 84
Joined: Mon Jan 20, 2014 9:40 pm
Location: Astoria, NY
Contact:

Re: feasibility of having a game editor run on the SNES itse

Post by benjaminsantiago »

tepples wrote:A tile editor that runs on the Super NES allows previewing in real time what composite encoding artifacts will do to your tiles. Otherwise, you have to have the computer, its monitor, the Super NES Control Deck, and its monitor all in the same room, with some sort of serial cable between the two.
I actually happened across a small security-type monitor that I used to keep on my desk to test games once I put them on my power pak (waiting to get an ever drive with USB). I've been thinking about getting a Supaboy or something so that I could have my set up "on the go"
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

Re: feasibility of having a game editor run on the SNES itse

Post by psycopathicteen »

This would work well with animating multijointed bosses, since you can drag sprites with the cursor.
Post Reply