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Posts by undisbeliever

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Some of you may have seen my C3 thread about it, but for those who haven't- I'm developing a new, CLI-based debugging SPC player called Apollo!

It features a ARAM/DSP memory viewer, SPC700 code debugger, breakpoints, Script700 support & FIR EQ visualizer

Give it a try!

github.com/jimmy-dsi/ap...

1 week ago 12 5 0 0
Release Version 0.3.0 · undisbeliever/terrific-audio-driver This version does not add new features, instead I made 2 major back end changes: The audio driver has been ported to spc-700 assembly and tad-gui now uses the cpal crate to play audio. Details abou...

Introducing version 0.3.0 of the Terrific Audio Driver.

github.com/undisbelieve...

This version does not add new features, instead I made 2 major back end changes: The audio driver has been ported to spc-700 assembly and tad-gui now uses the cpal crate to play audio.

#snesdev #spc700

1 week ago 4 5 0 0
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I took the Super Game Boy code I made for Petal Crash GBC and made a code example that shows off booting custom SNES code and then having the Game Boy side send files to the SNES as needed.

Code and ROM (under "releases"): code.novasquirrel.com/Maffi/SuperG...

#snesdev #gbdev #gamedev

2 weeks ago 136 43 4 1
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The Super Game Boy part of my Petal Crash GBC port ran into an obstacle since the original game uses screen shake effects that only apply to one board, and the normal SNES solution (mode 2) would've required giving up either the cool 12x12 blocks or the background. I found a cool creative solution.

3 weeks ago 56 12 2 0

Creating my own spc700 assembler sounded like a fun side project and will greatly simplify compiling TAD for people who downloaded the source code directly from the release page.

Another goal for March is to remove the SDL dependency (used for audio playback) to make compiling TAD easier on windows

1 month ago 1 0 0 0

However, wiz cannot encode the branch if bit set/clear instructions. It also complicates building TAD as you need to import git submodules & compile wiz before running cargo build.

It's wonderful for rapid prototyping but now that the driver has matured I want to focus on making TAD easy to compile

1 month ago 0 0 1 0

No, spc700 code is usually written in assembly. I've seen code written in bass, xkas or a ca65 macro pack.

Terrific Audio Driver is written in wiz, a high-ish level language created by @eggboycolor.bsky.social.

1 month ago 1 0 2 0
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Here's a Super Game Boy enhancement driver I need to finish some day. It uses a circular buffer in VRAM to communicate with the SNES at 60fps via a combination of command data and per-frame data, rather than joypad packets. This particular version allowed a Game Boy game to reuse Game Boy Color art.

10 months ago 67 17 4 1
Screenshot of unit test output in-front of the unit test code.

test result: ok. 45 passed; 0 failed;

Screenshot of unit test output in-front of the unit test code. test result: ok. 45 passed; 0 failed;

Getting back into snesdev with a new side project, an spc700 assembler.
This assembler will make compiling Terrific Audio Driver a lot easier.

I'm off to a good start, it can currently assemble a single instruction inside unit tests.

#snesdev

1 month ago 8 2 1 0

I wasn't lying when I said I spent too much time on the editor.

I used the editor as reason to learn modern C++ & 3 different GUI toolkits.
When I realised a Dear ImGui GUI would be faster & easier, I spent some time rewriting the Qt5 editor to Dear ImGui with c++ template magic for tables & undo.

2 months ago 0 0 0 0
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2025 SNESDEV Game Jam Postmortem: The engine

New blog post:
A wordy overview and retrospective on the homebrew SNES game engine I used for my 2025 SNESDEV game jam submission.

undisbeliever.net/blog/2026021...

#snesdev

2 months ago 12 9 3 0

My resolution is going to remain 256x224 with two 1080p monitors and mostly for the same reason.
I want to finish one of my in-development games, Space Rescue Squad before the end of the year.

3 months ago 1 0 0 0
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SNES DEV Game Jam 2026 A game jam from 2026-07-31 to 2026-11-14 hosted by SNES-Testberichte & Svambo. 3 months • Build your own SNES game • Make SNES history Introduction After last year's SNES DEV Game Jam was such a great...

Happy New Year, everybody :-)

Following the success of last year's Game Jam, there will be another SNESDEV Game Jam in the summer of 2026.
SNES homebrewers, get ready and prepare your tools for the next round!

itch.io/jam/snes-dev...

#snesdev2026, #gamedev, #gamejam, #homebrew

3 months ago 19 13 0 0
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Release Version 0.2.0 · undisbeliever/terrific-audio-driver This release stabilises the _ and __ MML transpose breaking change, the _{} change key signature command and the new 16-bit countdown timer from v0.2.0 beta releases. Changes (since v0.1.1) BREAKIN...

Announcing v0.2.0 of my homebrew SNES audio driver.

This release stabilises the 2 breaking changes I made to the audio driver months ago (in the beta releases). It also fixes a lot of small bugs and items I had on my ever growing todo list.

github.com/undisbelieve...

#snesdev #spc700

3 months ago 16 7 0 0
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Release 4.5.0 · alekmaul/pvsneslib What's Changed Fix docs issue 309 by @killerdevildog in #312 Develop by @alekmaul in #314 fix(*): remove file by @alekmaul in #315 Configurable bank/offset from SRAM depending on LoROM/HiROM. by @...

PVSnesLib 4.5 is now available!
Thanks to the community for the help.
You can download it here: github.com/alekmaul/pvs...
#retrogaming #snes #pvsneslib #homebrew #indiedev

3 months ago 15 5 1 0

I aim to release v0.2.0 before the end of the year. I have 80 small things and bugs left to do on my checklist.

4 months ago 0 0 0 0
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Release Version 0.2.0 beta 2 · undisbeliever/terrific-audio-driver Version 0.2.0 beta 2 This testing release adds 2 transpose analysis passes to the MML compiler, allowing it to detect out-of-range notes caused by driver-transpose. It also changes the bytecode fo...

I have released a 2nd beta of my SNES audio driver.

It adds transpose analysis to the compiler to detect all out-of-range notes caused by driver transpose.

I've also rewritten the timer code to increase the max bytecode sleep duration to 65535 ticks.

github.com/undisbelieve...

#snesdev #spc700

4 months ago 21 11 1 0
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Super Storm Buster : demo Boss
Super Storm Buster : demo Boss YouTube video by Kannagichan

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

6 months ago 19 5 0 0
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The beta also adds a `_{}` change key signature MML command.

6 months ago 0 0 0 0
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A demonstration of the new transpose behaviour.

6 months ago 0 0 1 0
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Release Version 0.2.0 beta · undisbeliever/terrific-audio-driver This beta build was released to open the new _ and __ transpose behaviour for public testing. It is not fully implemented yet. If a song uses _ or __ transpose then portamento pitch calculations a...

I 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

6 months ago 5 2 1 0
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GitHub - undisbeliever/terrific-audio-driver: A homebrew audio driver for the Super Nintendo A homebrew audio driver for the Super Nintendo. Contribute to undisbeliever/terrific-audio-driver development by creating an account on GitHub.

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...

6 months ago 2 0 0 0
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SNESDEV 2025 A game jam from 2025-05-31 to 2025-09-18 hosted by Kannagichan, Svambo & SNES-Testberichte. Introduction: This game jam aims to promote SNES development. I really believe that a regular annual game ja...

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...

6 months ago 2 0 1 0

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.

6 months ago 1 0 0 0

BRR 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.

6 months ago 1 0 1 0
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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

6 months ago 20 7 1 0
Screenshot of Terrific Audio Driver's window on top of OpenMPT with the same song shown in both tracker and MML format

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.

7 months ago 17 4 3 0
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Screenshot 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 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 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.

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

7 months ago 24 9 1 0
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Space Rescue Squad by undisbeliever A homebrew SNES platformer game

My entry in the 2025 SNESDEV game jam is complete.

undisbeliever.itch.io/space-rescue...

#snesdev #snes

7 months ago 8 4 0 1
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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

8 months ago 21 8 1 0