A new SNES soundtrack work of mine in development, game developed by @kannagichan.bsky.social ... www.youtube.com/watch?v=P3mX... #snesdev #indiedev #snes #sfc #スーパーファミコン #スーファミ
17.10.2025 21:39 — 👍 19 🔁 5 💬 0 📌 0@undisbeliever.bsky.social
Slowly, slowly making a Super Nintendo game
A new SNES soundtrack work of mine in development, game developed by @kannagichan.bsky.social ... www.youtube.com/watch?v=P3mX... #snesdev #indiedev #snes #sfc #スーパーファミコン #スーファミ
17.10.2025 21:39 — 👍 19 🔁 5 💬 0 📌 0The beta also adds a `_{}` change key signature MML command.
06.10.2025 07:17 — 👍 0 🔁 0 💬 0 📌 0A demonstration of the new transpose behaviour.
06.10.2025 07:16 — 👍 0 🔁 0 💬 1 📌 0I have released a new public beta build of my SNES homebrew audio driver. github.com/undisbelieve...
This beta moves `_` and `__` transpose MML commands out of the MML compiler and into the audio driver, so the semitone offset will affect loops and subroutines.
#snesdev #spc700
I released an MML based game-ready homebrew audio driver for the SNES.
It's been used in a few games. I'm still working on it and I plan on adding sample swapping and a tracker format to it.
github.com/undisbelieve...
Welcome back.
There was a SNESDEV game jam that ended last month with 17 entries itch.io/jam/snesdev-....
My game, Space Rescue Squad, was ranked 4th. undisbeliever.itch.io/space-rescue...
Currently TAD supports swapping the Common Audio Data (containing all samples and sound effects). It was originally intended for hot-loading the CAD via usb2snes but can be used to create a game with multiple TAD projects.
03.10.2025 10:14 — 👍 1 🔁 0 💬 0 📌 0BRR sample swapping is on the roadmap for my Terrific Audio Driver.
I am very undecided on the features, data structures and UX of sample swapping. I will make a request for comments to assist in the design after the next TAD release.
I've added a transpose setting to my SNES audio driver.
Subroutines and loops can now be played with different semitone offsets.
Bytecode assembly only, the MML compiler changes have not been coded yet.
#snesdev #spc700
Screenshot of Terrific Audio Driver's window on top of OpenMPT with the same song shown in both tracker and MML format
Extending my Furnace to Terrific Audio Driver project so that it can also accept Impulse Tracker files wasn't too difficult, though there's still work to do and everything needs to be tested. Internally it converts the file to Furnace-style representation and then converts again to MML.
09.09.2025 17:48 — 👍 15 🔁 4 💬 3 📌 0Screenshot of a SNES game where a hovercraft toy is moving across a grassy map that has walls made out of colored wood. There's snowmen snowboarding around, and a pirate and pumpkin.
Screenshot of a forest-y scene with a lot of trees and many colored balloons.
Screenshot of a maze-like level with grass and colored wood, and pirates approaching the player.
Here's my #SNES mouse-controlled shooter game so far! It's definitely far from being 100% done, but it's in a state where I feel comfortable showing it off and having people try it out! Multiplayer and regular controllers are supported.
forums.nesdev.org/viewtopic.ph...
#gamedev #snesdev #homebrew
My entry in the 2025 SNESDEV game jam is complete.
undisbeliever.itch.io/space-rescue...
#snesdev #snes
Here's an upcoming #SNES beat'em up that might be worth keeping on you radar:
"Triple Impact"
By DigiFox
It's still somewhat early in development but so far it's already looking really atmospheric with some solid sprite work.
#retro #homebrew #indiedev #retrodev #SNESDev #gaming
#retrogaming
Today I drew the player sprite in safety orange.
The deadline for the game jam is going to be tight (5 days to go).
#snesdev
Added two enemies that shoot projectiles to my game.
The only enemy left to code is the boss.
#snesdev
An orange player sprite in a room containing wooden crates.
An orange player sprite climbing a ladder to exit water. There are 2 fish and a purple box in the water.
An orange player sprite jumping over a gap in a broken bridge.
END crudely written in black room tiles above the player.
Yesterday I finished a playtest build of my SNES game
I'm one step closer to releasing a game.
Lots of stuff I've got to do in 2 weeks: Enemy projectiles, enemy graphics, boss, title screen, game over screen, pause screen, credits, and more levels.
#snesdev
SNESdev daily log 1:
Finished drawing the tileset.
I ran out of time (if I'm to meet my self-imposed deadlines) but this is a good place to stop.
I wasn't able to come up with a left/right wall design, it's just a 2px black border.
(Pink is transparent and dark-magenta are unused tiles).
SNESdev daily log 1:
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
For the SNES there's SNES Central's PCB list
snescentral.com/pcblisting.php
Thanks for the kind words.
The gbadev videos you've posted look interesting.
#snesdev daily log 2 - 9:
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
Sorry for the lack of updates. I've been without Internet for the last week and do not know when it will be fixed.
On the plus side - I have been documenting and re-analysing my automatic joypad tests (1 or 2 a day) instead of watching YouTube.
I really wanted my small SNES game to have smarter pathfinding than just moving randomly or just using atan2. I looked at some 90s game dev magazines for advice but it looks like Dijkstra maps work great and let me reuse work across many enemies if I want.
#gamedev #snesdev #homebrew
An orange rectangular player with a red hitbox has flipped over two enemy cleaning bots.
SNESdev daily log 1:
Found the motivation to overcome my procrastination.
Added a player melee attack to the game.
You can get the ROM at supermidipak.itch.io/super-midi-p...
11.07.2025 19:38 — 👍 16 🔁 9 💬 2 📌 0No snesdev last night. I got overwhelmed by the amount of stuff I have to do over the next two months.
Time to reset the snesdev daily log counter.
Recently on my small #SNES mouse game, I've been working on implementing enemies, and I have a whole bunch of silly ideas. Now it feels significantly more game-like (though I still need to implement player/enemy collision so there's actual risk).
#gamedev #snesdev #homebrew
SNESdev daily log 5 & 6 & 7:
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
SNESdev daily log 4:
Coded a very basic enemy that turns around when it touches a wall.
SNESdev daily log 3:
Added ladders to the game
#snesdev