If you decide you really enjoy 65816 development, just a gentle reminder: The Apple IIGS dev community would love to have you and we're seeing new hardware releases at a pace we haven't seen since the 1990s.
SNES Development Part 1: Getting Started
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Re: SNES Development Part 1: Getting Started
#12Holy smokes! What a list of resources. The official developer manual? I want to flip through that just to learn more about the system and the context for game development at the time.
Re: SNES Development Part 1: Getting Started
#13If you decide you really enjoy 65816 development, just a gentle reminder: The Apple IIGS dev community would love to have you and we're seeing new hardware releases at a pace we haven't seen since the 1990s.
Is there a good website/subreddit/etc for the Apple IIGS dev community you’d recommend?
Re: SNES Development Part 1: Getting Started
#14If you decide you really enjoy 65816 development, just a gentle reminder: The Apple IIGS dev community would love to have you and we're seeing new hardware releases at a pace we haven't seen since the 1990s.
Have a link to where the community resides?
Re: SNES Development Part 1: Getting Started
#15Holy smokes! What a list of resources. The official developer manual? I want to flip through that just to learn more about the system and the context for game development at the time.
Re: SNES Development Part 1: Getting Started
#16It seems like the new GBDK might be the easiest, especially since I recently ran into the source code[2] for a Wordle clone someone made using it that I could reference, but is there perhaps an even easier way? Most of the low-code software kits assume you're moving sprites around on a screen and don't seem like a good fit for the project.
Re: SNES Development Part 1: Getting Started
#17also check out the bass asembler https://github.com/ARM9/bass and the snes dev kit https://github.com/alekmaul/pvsneslib
I generally advise against using bass for home-brew development. Bass is not a very well thought out assembler. I've never used it for 65816, but for other architectures like MIPS has some serious design issues that cause invalid code to be silently accepted by default, which is normally a disaster when it gets to debugging. For MIPS at least, one of the completely wrong design decision has been to map basic register…
Is xkas/asar worse than bass? A lot of SMW-adjacent romhacking tools use xkas/asar which preceded bass (the author discussed at https://news.ycombinator.com/item?id=11720057).
Some alternatives I've come across include macro packs for ca65 to make it assemble for instruction sets it doesn't understand natively, and I hear tass64 has macro packs too.
Re: SNES Development Part 1: Getting Started
#18Personally instead of Mesen-S, I'd use the fork at https://github.com/NovaSquirrel/Mesen-SX , which contains a fix for saving settings on Linux Mono 6.12 ( https://github.com/NovaSquirrel/Mesen-SX/commit/c374ca8b9ed3... ). I'm more interested in SPC700 development for SNES music. Mesen-SX has a SPC debugger separate from the main debugger, but I'm not sure if it's more or less useful than bsnes-plus (I know the Mesen…
Re: SNES Development Part 1: Getting Started
#19also check out the bass asembler https://github.com/ARM9/bass and the snes dev kit https://github.com/alekmaul/pvsneslib
I generally advise against using bass for home-brew development. Bass is not a very well thought out assembler. I've never used it for 65816, but for other architectures like MIPS has some serious design issues that cause invalid code to be silently accepted by default, which is normally a disaster when it gets to debugging. For MIPS at least, one of the completely wrong design decision has been to map basic register…
Re: SNES Development Part 1: Getting Started
#20I really want to make a retro version of my turn based strategy game Proximity[1] (pretty simple game and I've mostly made a version in Pico-8 already, so it should be doable) for NES, GB, SNES, GBA, and/or something similar, but I'd like to do it with the smallest amount of time and effort necessary (because I really don't have a lot of time anymore). It seems like the new GBDK might be the easiest, especially since…
https://github.com/gbadev-org/awesome-gbadev has a buncha resources, though I can personally attest to Tonc as being everything you need for getting up and running (at least it was years ago when I used it, but the GBA hasn't changed since then; just the tooling and environment may have gotten better)