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
09.03.2026 23:43
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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
09.03.2026 23:43
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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.
09.03.2026 23:43
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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.
02.06.2025 06:47
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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
07.03.2026 00:36
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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.
19.02.2026 23:07
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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
18.02.2026 22:42
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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.
01.01.2026 22:32
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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 β’ Build your own SNES game β’ 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
01.01.2026 21:03
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Release Version 0.2.0 Β· 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
31.12.2025 09:05
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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.
30.11.2025 22:48
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Release Version 0.2.0 beta 2 Β· 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
30.11.2025 22:48
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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 #γΉγΌγγΌγγ‘γγ³γ³ #γΉγΌγγ‘γ
17.10.2025 21:39
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The beta also adds a `_{}` change key signature MML command.
06.10.2025 07:17
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A demonstration of the new transpose behaviour.
06.10.2025 07:16
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Release Version 0.2.0 beta Β· 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
06.10.2025 07:16
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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.
03.10.2025 10:14
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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.
03.10.2025 10:14
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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
03.10.2025 09:15
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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.
09.09.2025 17:48
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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 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.
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
06.09.2025 18:05
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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
06.09.2025 14:30
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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
29.07.2025 03:39
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Today I drew the player sprite in safety orange.
The deadline for the game jam is going to be tight (5 days to go).
#snesdev
01.09.2025 11:43
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Added two enemies that shoot projectiles to my game.
The only enemy left to code is the boss.
#snesdev
22.08.2025 12:03
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An orange player sprite in a room containing wooden crates.
An orange player sprite climbing a ladder to exit water.
There are 2 fish and a purple box in the water.
An orange player sprite jumping over a gap in a broken bridge.
END crudely written in black room tiles above the player.
Yesterday I finished a playtest build of my SNES game
I'm one step closer to releasing a game.
Lots of stuff I've got to do in 2 weeks: Enemy projectiles, enemy graphics, boss, title screen, game over screen, pause screen, credits, and more levels.
#snesdev
22.08.2025 00:16
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SNESdev daily log 1:
Finished drawing the tileset.
I ran out of time (if I'm to meet my self-imposed deadlines) but this is a good place to stop.
I wasn't able to come up with a left/right wall design, it's just a 2px black border.
(Pink is transparent and dark-magenta are unused tiles).
15.08.2025 10:53
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