The SNES Project!

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

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nicklausw
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The SNES Project!

Post by nicklausw »

So ever since the beginning of 2015, there's a little something that I've been working on "behind the scenes".

Basically it's a personal dare.

Not only do I have to make a SNES game, but I also have to write all the tools for doing so. This explains why I made a palette converter earlier on.

So why haven't I shown any tools since then? Because what I'm working on now is the assembler. It'll be very basic and somewhat low-level, but maybe eventually I'll post it online when it's even usable.

The main reason this has been to myself this whole time is mostly cuz I'm just afraid of people saying it's not worth my time and I should do something that would actually be worth it. To those who would agree to that statement: I don't care.

Anyway, I've been maintaining a small blog of the journey. Hope you guys enjoy it, and follow along as I go.

http://thesnesproj.blogspot.com/
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bazz
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Re: The SNES Project!

Post by bazz »

Nice bro, good luck and happy success :)
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nicklausw
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Re: The SNES Project!

Post by nicklausw »

bazz wrote:Nice bro, good luck and happy success :)
Thanks. I've actually had tons of luck today. Implemented .db, .dw, .dl and .dd for 8/16/24/32 bit numbers. Also got a tiny banking system and even working file output.

Basically, if you want to make a whole game in one file out of raw data, be my guest, as this program can handle a bit of it. (No, the actual 65816 instruction hasn't been implemented yet XD).

Still need to add in label support, however...as for preprocessor, I don't even know what I'm gonna do about that. It might have to wait. For a really long time.

I went ahead and put what I've gotten done so far on GitHub: https://github.com/NicklausW/neptune
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bazz
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Re: The SNES Project!

Post by bazz »

nicklausw wrote:
bazz wrote:Nice bro, good luck and happy success :)
Thanks. I've actually had tons of luck today. Implemented .db, .dw, .dl and .dd for 8/16/24/32 bit numbers. Also got a tiny banking system and even working file output.

Basically, if you want to make a whole game in one file out of raw data, be my guest, as this program can handle a bit of it. (No, the actual 65816 instruction hasn't been implemented yet XD).

Still need to add in label support, however...as for preprocessor, I don't even know what I'm gonna do about that. It might have to wait. For a really long time.

I went ahead and put what I've gotten done so far on GitHub: https://github.com/NicklausW/neptune
bro you skipped a step.. You need to write the Operating System that you dev on... :P lolol JK but that's insane you'll go down in history for doing this.
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nicklausw
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Re: The SNES Project!

Post by nicklausw »

XD Well, I built the computer I'm doing all this on, so let's just skip a step for that...
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Drew Sebastino
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Re: The SNES Project!

Post by Drew Sebastino »

...And then you built the house you're in and the local power plant... Oh, and the factory that made the parts you used to make the computer.
tepples
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Re: The SNES Project!

Post by tepples »

For my own work, I've operated under a different rule: If I can use a component that is publicly available as free software, I can skip making that component. This let me skip these components:
  • Operating system: Xubuntu (free except for a WLAN device driver not directly involved in the build process)
  • Assembler and linker toolchain: cc65 (free except for the C compiler part that I'm not using at all)
  • Tool frameworks: Python, Pillow, NumPy, SoX, Pygame
  • Audio editor: Audacity
I wrote my own graphics conversion tools using Pillow and an audio conversion tool.
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bazz
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Re: The SNES Project!

Post by bazz »

tepples wrote:For my own work, I've operated under a different rule: If I can use a component that is publicly available as free software, I can skip making that component. This let me skip these components:
  • Operating system: Xubuntu (free except for a WLAN device driver not directly involved in the build process)
  • Assembler and linker toolchain: cc65 (free except for the C compiler part that I'm not using at all)
  • Tool frameworks: Python, Pillow, NumPy, SoX, Pygame
  • Audio editor: Audacity
I wrote my own graphics conversion tools using Pillow and an audio conversion tool.
Yeah but in his case it's more legendary if he makes his own assembler and gfx tools and even audio!! But if you succomb to SNES Tracker in the future I will understand :) BUT YOU CANT!!! YOU MUST MAKE YOUR OWN. BECOME THE LEGEND YOU SET OUT TO BE!!! <3
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nicklausw
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Re: The SNES Project!

Post by nicklausw »

Wait, cc65 isn't entirely free?
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bazz
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Re: The SNES Project!

Post by bazz »

nicklausw wrote:Wait, cc65 isn't entirely free?
no it is "If I can use a component that is publicly available as free software"
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Re: The SNES Project!

Post by lidnariq »

cc65 isn't DFSG because the license explicitly forbids charging for distribution. Meh.
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nicklausw
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Re: The SNES Project!

Post by nicklausw »

Huh...never seen a license like that one.

I prefer GPL, cuz copyleft. My only problem is the document's size. That thing is frickin' huge!
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bazz
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Re: The SNES Project!

Post by bazz »

nicklausw wrote:That thing is frickin' huge!
that's what she said :lol:
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nicklausw
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Re: The SNES Project!

Post by nicklausw »

bazz wrote:
nicklausw wrote:That thing is frickin' huge!
that's what she said :lol:
I'm sure she'd agree. :P
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Re: The SNES Project!

Post by tepples »

lidnariq wrote:cc65 isn't DFSG because the license explicitly forbids charging for distribution.
Fortunately, everything in the cc65 package except the C compiler is under the zlib license, a GPL-compatible non-copyleft free software license. This puts ca65 and ld65 squarely within "free tools".
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