Kulor Research Labs Inc.

@kulor.bsky.social

We are a highly trained professional team of synthesis researchers and theorists, collaborating to bring clients the latest developments in chiptune. He/Him

I also noticed that the tool in SNES Dezaemon for setting up the background you scroll over during gameplay switches the screen resolution to 512x448, in order to show the tile picker and other UI elements next to a preview of the level without cutting the graphics down. That's a clever use for it.

Screenshot of Kaite Tsukutte Asoberu Dezaemon for Super Famicom, showing the editor for setting up the scrolling background for stage 1. There is a selection of graphics tiles on the left that can be placed onto a map on the right.

one of my favorite things to learn about Yoshi's Island was that some of the most impressive effects in the game weren't even done with the Super FX, they were just HDMA trickery. like Salvo the Slime is made of numerous stacked lines pulled from a triangular background image

screenshot of Salvo the Slime from Yoshi's Island, a large greenish blob of slimescreenshot of bsnes-plus's tilemap viewer, showing a shaded triangle stored in background layer 2

using up to 4 channels for multiphonics in this segment, with up to 3 notes per-channel, that means to do this part with only one note per-channel you would need up to 11 channels to do this...which is almost 2x what the PCE actually has!

man, RIP Bobby Prince...I'd be lying if I said he was one of my top-tier favorite composer guys, but I played Doom as a kid and his style was foundational to my understanding of what hellish, demonic background music should be like Bobby Prince was the originator of what I call "SATAN BLUES" (1/4)