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pw

@pw32x.bsky.social

Retro dev. Homebrew. Sega. Stuff. www.puffweet.com

61 Followers  |  50 Following  |  429 Posts  |  Joined: 29.11.2023  |  1.6324

Latest posts by pw32x.bsky.social on Bluesky

I want to see someone adapt Lord of the Rings where everybodyโ€™s in casual clothing holding a cup of tea or a small dog. Same plot points but just taking it easy.

11.02.2026 09:26 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Still don't know what kind of project to work on. Started looking at Cave Walker, the quasi-sequel to Downland. Started learning OS9's binary formats and using Ghidra to reverse engineer a small module. #tandy #coco #cavewalker #downland

10.02.2026 03:21 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Gonna invent a new console as a Mister FPGA core right quick. How hard could it be?

09.02.2026 20:11 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Downland Unearthed #8: Player-Object Collisions โ€“ Puffweet dot com

New article about how Downland does object collision checking.
www.puffweet.com/2026/02/07/d...
#downland #tandy #coco

09.02.2026 02:22 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Things That Bother Me About the Original Transformers G1 Rear Box Art โ€“ Puffweet dot com

Trying something new.
โ€œThings That Bother Me About the Original Transformers G1 Rear Box Artโ€
www.puffweet.com/2026/02/03/t... #transformers

04.02.2026 03:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

This guy Bresenham's like "I want my name to live forever. I'll invent a way to draw a line really fast"

02.02.2026 20:33 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Downland Unearthed: Background Collisions โ€“ Puffweet dot com

Posted a new Downland Unearthed article, this time about background collisions.
www.puffweet.com/2026/01/29/d...
#downland #tandy #coco #trs80

30.01.2026 04:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Someone was selling a GBA flash cart near me. Picked it up and now I can confirm that Downland runs on hardware! #downland #tandy #coco #gba #gameboyadvance

21.01.2026 01:14 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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www.benfry.com/distellamap/
These are still great. Arty print outs of Atari 2600 games' assembly code. I wish he still had prints for sale. I should've gotten the whole collection when I had the chance.

20.01.2026 17:36 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Seems like the OAM data for the title screen is pre-stored into memory at 0x600. Then copied on demand.

19.01.2026 03:53 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

RE'ing Kung Fu, Day 8. Good amount of digging. The "background drawing" routine is actually a generic copy-data-to-ppu func. Figured out more about how its triggered. Explored how the snakes are shown on the main menu. Evidence of it being a general sprite draw func #nes #kungfu

19.01.2026 03:52 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

If the length byte has bit 6 set then itโ€™s a repeating tile.

18.01.2026 21:11 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

So yeah. Backgrounds are made up of strips. Each strip has a screen location, data length, and the strip data. The data is copied straight to the PPU.

18.01.2026 05:40 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

RE'ing Kung Fu, Day 7. I think I found how background drawing works. There's an array of addr's to background draw data, in mem and rom. A variable decides which addr to use. A func uses the address and draws the data. Found the code to draw the timer and scores. #nes #kungfu

18.01.2026 01:58 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I tell myself I can do just one simple thing at least I'll have advanced a little. Chips help with motivation.

18.01.2026 01:16 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I could either work on something or worry that I'm not working on something. It can go either way.

18.01.2026 00:06 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

RE'ing Kung Fu, Day 6. Looking at the "save sylvia" screen init because it seems the simplest. It uses what looks like a generic drawing function that when fed data, draws backgrounds or sprites. Backgrounds seem drawn in strips. Will try to figure out the format. #nes #kungfu

16.01.2026 02:52 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Careful about those bakeries. Some of them are full of nothing but pain.

15.01.2026 21:15 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

RE'ing Kung Fu, Day 5. The 7 update functions are:
1 - Main menu
2 - Intro player 1 walk in
3 - Main gameplay
4 - End level climb stairs sequence
5 - Intro player 2 walk in
6 - Save Sylvia screen
7 - Congratulations screen
#nes #kungfu #reverseengineering

15.01.2026 04:00 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Next time I'll identify which mode is what.

14.01.2026 03:33 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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According to this the game has 7 general modes, of which I've identified the title screen. The unknown ones could be the level intro walk-in animation, room-to-room transitions, game ending, stuff like that. Each mode has a set of init functions. Some sets are shared across modes.

14.01.2026 03:31 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

RE'ing Kung Fu for NES, Day 4. So the arrays of function pointers I'm looking at are confirmed to be one array for update functions for each mode, and then another set of arrays of functions to initialize each mode. Oh yah. #nes #kungfu #reverseengineering

14.01.2026 03:27 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

RE'ing Kung Fu for NES, Day 3? Going down the rabbit hole of the function tables I found. For each "mode" there's an array of functions and they're called one after the other. Going through the ones for the title screen. #nes #kungfu #reverseengineering

13.01.2026 04:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

RE'ing Kung Fu for NES: Just plugging along. Poking at memory addresses, discovering meanings. Following execution paths, figuring out functions here and there. Found function pointer tables. Using Ghidra for listing/notes and Mesen for debugging. #nes #kungfu #reverseengineering

12.01.2026 03:30 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Downland Unearthed: Boulder Ball Bat Bird โ€“ Puffweet dot com

New Downland Unearthed Post! I talk about the two main enemies in the game.
www.puffweet.com/2026/01/08/d...
#downland #tandy #coco #colorcomputer #trs80

09.01.2026 03:36 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Poked at Kung Fu's vblank handler a bit. Still incomprehensible but found the general area that does stuff like setting the background and sprites in the title screen. Haven't gone deeper yet.

08.01.2026 03:06 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
REโ€™ing Kung Fu for NES โ€“ Puffweet dot com

A start
www.puffweet.com/2026/01/06/r...

07.01.2026 02:26 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Screw it. Gonna spend time reverse engineering Kung Fu for NES. I can't find any existing disassembly anywhere. #nes #kungfu #screwit

06.01.2026 03:51 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

So anyway, got an ugly version up (as seen above) and running and it looks like it's working fine. So that's kinda neat. Had been avoiding doing it for the past weeks because holidays and laziness.

05.01.2026 00:27 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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SMSRally, Day 18. Smspower folks suggested a "double buffered" car tile update solution. Copy the car's 16 - 22 tiles over two game frames into a "back buffer" area while using an "active" tile area for the current sprite. Switch when the copy is done. #sega #mastersystem #homebrew #devkitsms

05.01.2026 00:21 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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