gb-wordle
o2
gb-wordle | o2 | |
---|---|---|
6 | 1 | |
214 | 5 | |
0.0% | - | |
3.6 | 8.9 | |
about 2 years ago | 3 months ago | |
C | Go | |
GNU General Public License v3.0 only | - |
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gb-wordle
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SNES Development Part 1: Getting Started
I 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 least time and effort (because I really don't have a lot of time anymore).
It 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 software kits assume you're moving sprites around on a screen and don't seem like a good fit for the project.
[1]: https://www.newgrounds.com/portal/view/183428
[2]: https://github.com/stacksmashing/gb-wordle
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Wordle for Gameboy media assets
You can get the gb rom here: https://github.com/stacksmashing/gb-wordle
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Wordle for Game Boy project by stacksmashing (source code available)
project on GitHub
- gb-wordle: A Wordle clone for the Nintendo Game Boy.
- Wordle Ported to Game Boy
- Wordle on the Game Boy
o2
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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.
What are some alternatives?
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/
snestracker - Super Nintendo Entertainment System Music Software. Super Famicom Music Software
iigs-game-engine - A tile-based game engine for the Apple IIgs written in 65816 asssembly language
alttpo - Contains AngelScript code for bsnes-as integration and alttp-server
bass - fork of byuu's bass assembler
bsnes-plus-wasm - debug-oriented fork of bsnes, with added wasm runtime for scripting