SNES game with NES-like graphics

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

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Near
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Post by Near »

Second-post sorry, but a day later. Fixed the phoenix/Qt port as well, so the debugger works anywhere now, and here's a picture of it running. Don't expect the link to stay valid.

byuu.org/images/bsnes_20110131.png

Obvious missing niceties at the moment are PPU graphics viewers and the properties viewer for register states, the pure-Qt version has those.
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never-obsolete
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Post by never-obsolete »

I'm with tokumaru, the limitations of the NES makes it an interesting task to get what you want out of the console. You could make a PC game or go the MM9/10 route, but where's the challenge in that? (Yeah I know, completing a game in of itself is a challenge, but you know what I mean)

Now the question I have, would you introduce intentional sprite flicker on the SNES to get that NES feel? :wink:
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Dwedit
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Post by Dwedit »

Can't you just add dummy sprites to limit the number of remaining sprites, or does that not work? I tried something like that on the GBA, and it didn't work consistently there, but what about the SNES?
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koitsu
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Post by koitsu »

I'm pretty sure the SNES has something similar to sprite rotation. I forget what it's called; the official developers manual refers to it as something like "Over-31" (I forget the actual term and I'm at work right now so I can't check).
tepples
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Post by tepples »

I've heard secondary OAM overflows being called "overs". So "over 31" could just refer to sprite dropout, with 31 being a number of sprites or slivers (8x1 pixel areas).
strat
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Post by strat »

MottZilla wrote:The difficulties with sound are what make NES more appealing to me than SNES. With NES it seems more likely I could pull together a sound engine from what is available. I'm not so sure about SNES.
I might be getting how you'd make a SNES sound engine or pretty much any sound engine in general. The samples would be like the NES waveforms so your code would output the samples at a period/frequency which means you're not just playing pre-recorded songs but putting them together from a selection of waveforms.
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MetalSlime
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Post by MetalSlime »

tokumaru wrote:So Bregalad also programs for the NES because of the lack of tools for SNES development, is that right? I don't get you guys... If that's really the case, there are plenty of more modern platforms where you could be making games, I can't possibly believe it's just the lack of tools.
For me the interest comes from nostalgia and the idea of fulfilling my childhood dream of making my own video game. I grew up with the NES, Genesis and SNES so I would be personally motivated to learn any/all of the three. The NES got first pick because the nostalgia runs farther back and I happened to stumble upon this site first. I don't know if I would have stuck with it if it weren't for this forum community, the good resources available (wiki, tuts) and tools like FCEUX's debugger. When I started I looked into Genesis dev too and I couldn't find anything like that. If I had, it's conceivable that I could have gotten into gendev (or snesdev) first instead.

So I guess my point is that all three are equally interesting to me, but the abundance of tools/resources (and my ability to find them) made NES the winner.
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