undisbeliever

@undisbeliever.bsky.social

Slowly, slowly making a Super Nintendo game

SNESdev daily log 1: Brainstormed what I need to figure out before the game jam starts. Planned my order of operations for adding sample swapping to my audio driver. Fixed an inaudible SFX bug in my audio driver.

If it's #scanlinesunday then it would be rude not to post the first screenshot of my SNES game engine bring-up. I'm working hard to get 60fps and fill this thing with fun possibilities, ready to hit the ground running for SNES Dev Game Jam 2026.

Bild

No snesdev last night, I was feeling a bit overwhelmed. My mental task list has 5 "urgent" and 4 high-priority projects I need to complete before the end of the month. I feel like I'm pulled in multiple directions and stalled out.

I'm doing prepwork for the 2026 snesdev game jam. I want to make a small game in C. To hedge my bets I'm going to be using 4 different C compilers. To help motivate me, I'm restarting my SNESdev daily log.

I've been rewriting the samples tab in my audio driver's GUI. It's not complete, I've still got restore the sample analyser, restore the test sample widgets and add a few more quality-of-life features.

BildBild

One of my long-term goals is to make a full-sized SNES game. Space Rescue Squad and unnamed-snes-game are a great starting point. I'm not going to abandon them unless something major changes in my life.

My goals for the rest of the year have changed: * Improve my writing skills * Document what I'm doing as I do it * Exercise more often * Procrastinate less often (avoid distractions, remember to do urgent tasks, etc) * Add sample swapping to my audio driver * Write a small SNES game in C

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...

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

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...

github.com

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.

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.

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

Screenshot of unit test output in-front of the unit test code.

test result: ok. 45 passed; 0 failed;

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

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...

github.com