undisbeliever
undisbeliever.bsky.social
undisbeliever
@undisbeliever.bsky.social
Slowly, slowly making a Super Nintendo game
The beta also adds a `_{}` change key signature MML command.
October 6, 2025 at 7:17 AM
A demonstration of the new transpose behaviour.
October 6, 2025 at 7:16 AM
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
October 3, 2025 at 9:15 AM
Added two enemies that shoot projectiles to my game.
The only enemy left to code is the boss.
#snesdev
August 22, 2025 at 12:03 PM
SNESdev daily log 1:
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
August 6, 2025 at 11:30 AM
#snesdev daily log 2 - 9:
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
July 31, 2025 at 10:39 AM
SNESdev daily log 5 & 6 & 7:
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
July 3, 2025 at 12:13 PM
SNESdev daily log 4:
Coded a very basic enemy that turns around when it touches a wall.
June 30, 2025 at 10:54 PM
SNESdev daily log 3:
Added ladders to the game
#snesdev
June 29, 2025 at 12:13 PM
Unfortunately the sliding velocities can stack and I cannot see any easy and quick way to limit maximum velocity while still maintaining 32-angle polar movement.

In this example, I'm holding left/right and tapping up/down.
The stacking sliding velocities cause a unwanted speed boost.
February 7, 2025 at 12:49 AM
My polar+cartesian movement idea is a bust.
I thought I could have a polar movement velocity and a cartesian sliding velocity.
The sliding velocity would be decremented by a friction value, which changes based on the entity's state (ie running, on-ice, slow, etc).
Here's an example of ice physics:
February 7, 2025 at 12:45 AM
SNESdev daily log 4, 5, 6:
Added global music and global sound-effect volume to my audio driver.
Created a prototype movement demo in rust to test my polar+cartesian movement idea.
February 7, 2025 at 12:18 AM
SNESdev daily log 6 & 7:
Added subroutines to sound effects.
January 7, 2025 at 12:38 PM
Added set_fir_filter, set_fir_tap and adjust_fir_tap instructions to my SNES audio driver.
The FIR filter manipulates the echo buffer feedback and can add character to the SNES's echo.
Headphones recommended, the echo FIR filter changes in this example are subtle.
#snesdev #spc700
December 31, 2024 at 8:46 AM
Working on adding echo instructions to my SNES audio driver.
Just finished testing the `\evol` echo-volume MML commands.
#snesdev #spc700
December 29, 2024 at 12:35 AM