alttpo
iigs-game-engine
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alttpo | iigs-game-engine | |
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3 | 7 | |
29 | 29 | |
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5.1 | 4.6 | |
20 days ago | about 1 month ago | |
AngelScript | Assembly | |
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alttpo
- What video game is an absolute 100/100 in your opinion?
- A Link to the Past Online – ALttPO
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SNES Development Part 1: Getting Started
I've developed quite a few SNES-related things for fun, mostly using Go and C++, with some 65816 ASM sprinkled in.
https://github.com/alttpo/alttpo - A Link To The Past Online. Lets multiple players see and interact with one another in the same game world and synchronize their progress through the game. Exclusive to a customized fork of the bsnes emulator which provides a scripting language and PPU-integrated drawing routines to render remote player sprites. In retrospect, I consider this a dead-end architecture; redesigned in o2 project (see below).
https://github.com/alttpo/o2 - Second version of alttpo (see above) but this time targeted at SNES hardware console support (via SD2SNES flash cart USB feature) and does not require a customized emulator nor a scripting language. Trade-off here is a loss of the visual aspect (cannot see remote player sprites) due to tight hardware limitations in the amount of VRAM and limited SNES CPU cycles available. Work is in progress to gain back the remote sprite rendering as an optional add-on via the bsnes-plus WASM module support (see below). This project includes a 65816 machine code emitter library (pure Go) with support for named labels of branch targets. There is also a bare-bones headless SNES emulator library (pure Go) included for unit tests to verify the generated 65816 ASM and ROM patching mechanism.
https://github.com/alttpo/bsnes-plus - A fork of bsnes-plus in development that invokes WebAssembly modules when certain general SNES events occur, e.g. `on_nmi`, `on_power`, `on_reset`, `on_frame_present`. WASM code has access to a draw-list API for drawing into the various PPU layers, e.g. extra sprites, text (with PCF font support), basic shapes. WASM code can also receive arbitrary binary messages from external applications, e.g. to update remote player positions or exchange custom sprite graphics.
iigs-game-engine
- Generic Tile Engine (GTE) project -- high-performance library for writing tile-based games for Apple IIGS personal computer in 65816 assembly language
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I'm working on an apple ][ platformer are there going to be any challanges?
If you do look at the IIgs for your game, I just released a beta of my tile engine today at KansasFest that could help writing a platformer. Coding for the IIgs is different than the Apple ][ and has a learning curve, just so you’re aware.
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Apple IIgs Game Engine
I’ve been working on a Tile Engine for a couple of years that’s an evolution of the graphics routines used in the Super Mario demo. It’s hosted on GitHub now and I am pushing toward a beta release next month.
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SNES Development Part 1: Getting Started
And if there are people specifically interested in console-style IIgs game development, I've picked up and significantly enhanced my old graphics engine that was used for the IIgs Super Mario Bros demo.
It's available on github at https://github.com/lscharen/iigs-game-engine
What are some alternatives?
bsnes-plus-wasm - debug-oriented fork of bsnes, with added wasm runtime for scripting
snestracker - Super Nintendo Entertainment System Music Software. Super Famicom Music Software
Mesen-SX - Homebrew development oriented fork of Mesen-S - a cross-platform (Windows & Linux) SNES emulator built in C++ and C#. Deprecated; see https://github.com/SourMesen/Mesen2/
o2 - ALttP Online 2.0 designed for console support
gb-wordle - A WORDLE clone for the Nintendo Game Boy
bass - fork of byuu's bass assembler