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SUPER BUG HUNTERS for SNES (by Maxwel Olinda, 2025) Cool and fast auto-scrolling shooter with 2 players mode. Part of the SNES Game Jam 2025: only 256 KB of ROM, no enhancement chips etc. Made with PVSnesLib, coded in Assembly. More info: #SNES #gamedev

26,744 views • 8 months ago •via X (Twitter)

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YO ADRIAN! I DID IT! Update on my TMNT SNES port. This is the most extensive OAM overhaul I've ever done with a port, and I'm damn proud of myself! Lot of reverse engineering with the OG OAM engine, and I was finally able to incorporate a new method of writing to the buffer. This game does some heavy ADC/TAX for OAM buffer rotation to try to work around the sprite flicker. But that ADC/TAX rotation was complicating things for me when I was trying to incorporate a 16-bit index engine. What is also tricky, is that this game uses 8x16 sprites, and what is special on the NES, its hardware creates the bottom 8x8 sprite tile, without the need of the OAM to have it present. You can't do that on the SNES, you have to create that 2nd 8x8 sprite tile within code. The reason this is such a big deal, is before with 8x16 titles i've worked on, I would first simply copy the games original oam buffer to my snes buffer, but that addded alot of extra cpu time, this is present in my Legend of Zelda SNES port. Later ports I've done, I don't do that anymore, I modify the games original storage of OAM values, and send them directly to my custom snes OAM buffer, eliminating extra cpu cycles. So what's the big deal? My method of doing 8x16 sprites, is using my first 256 byte oam buffer for the top 8x8 tile, and my second 256 byte oam buffer for the bottom 8x8 tile. The issue I was having, was errors with sprite priority when sprites overlap each other. I noticed this right away during the dam sequence where the turtles have to disarm the bombs. Here is a before and after my port. Now I can finally move on with the port! 🙂

infidelity

13,423 views • 1 year ago

wen Dookey Dash? [long, sorry] some updates: The competitive part of Dookey Dash is pretty well cooked and many of you have gotten a chance to playtest the game in some form, either at NFT Paris, in Dubai at Token2049, or as part of our gaming council. THANK YOU for being part of testing and dealing with bugs as we QA the shit out of the game. A not-final build of the game is currently live in the Philippines and Australia for testing. This version is missing a ton of features we’ve been busy building with Faraway, as well as many completed parts of the game that we can’t push live until Season 1 begins. What are we adding? A bunch of things to make the game more casual-friendly. Stuff like: -NEW MAPS: More to explore than just the same 'ol sewer -ARCADE MODE: A new objective-based game mode, with clear conditions for progressing (like "dash through five walls to win," etc). Arcade mode is broken up into levels, and achieving goals gets you progress on the map and onto the next stage. Basically, think Candy Crush. -CHAMPIONSHIP MODE: This is the good old leaderboard-based DDU for hardcore players. -WEEKLY TOURNAMENTS: Compete in weekly tournaments to win boxes featuring new characters, vehicles, banners, etc. Opening up boxes will grant you Dookey Points, which you can spend to spin for a chance at a Golden Plunger – you’ll need a Golden Plunger in order to compete in the $1m esports championship at the end of the season. -DAILY QUESTS: Rotating set of quests with a range of possible rewards It’s a LOT of new upgrades to Dookey Dash, all with the aim of making the game fun for everyone and not just twitchy nerds with fast reflexes. Looking forward to getting my mom to play. All that said, I don’t want to push this sucker live until I feel like we’ve got the best game possible. Good news is, all the new features will be out of dev later this month, and we’ll be able to give an update on launch date then. Some very work-in-progress screenshots and vids here. [last tweet]

Garga.eth (Greg Solano)

68,247 views • 2 years ago