

I'l see if I can come up with anyting.Īnonymous Sat Aug 1 16:19:02 2015 No.2581714 Keep PWM sound samples relatively short memory is limited!!Īnonymous Sat Aug 1 16:12:57 2015 No.2581702Īnonymous Sat Aug 1 16:15:13 2015 No.2581706ĭo you mind writing what the abbreviations are?Īnonymous Sat Aug 1 16:16:58 2015 No.2581709 In the mean time if any audiofags want to contribute by arranging some music in a sequencer, I'm sure we can translate it later.
Milkytracker cymbal sample pattern driver#
I have a 16-bit Pulse Width Modulated (PWM) to SNES Bit Rate Reduced (BRR) audio codec, and am designing a very simple BackGround Music (BGM) and Sound Effect (SFX) driver for the SPC-700 and A-DSP (The thing that makes the beeps and boops). Sit back and enjoy (or contribute if ya can)! >Īnonymous Sat Aug 1 14:37:09 2015 No.2581525Īlso big announcement: I am planning to do sound now. My goal is to finish by the end of August. Then again this project's scope has grown and I've had a busy summer. I estimated this project would take 2 weeks.
Milkytracker cymbal sample pattern code#
The things remaining are to recode object-object collisions to account for pushing/crushing, add hurtboxes when attacking, make a player stun state and throw them a hurtbox intersects their hitbox, and then vectorize the player code to work with 2+ players. Also some very nice player graphics were supplied by a certain graphicsfag, who did a real good job on vrtan. This is a learning process for me, so I am going to have to reprogram a few things, but their behavior won't change much. So far much of the code for engine framework (reset, main loop, pause), utility (nmi, dma, joy, etc), math (rng, etc), graphics (draw sprite, clear oam, etc), player (idle, walk, jump, punch, uppercut, fall, crush, and respawn states), object (crate), particle (gibs), object-object collision, level-object collision, gravity, and animation has been written. Ideas are welcome, although try to keep them simple. Of course mechanics are subject to change in the name of fun, but I want to get this basic game play implemented before tweaking it. Players can step on spikes or get crushed by falling crates. Gravity can invert during game play, influencing both players and objects alike. The game being written "Graviton" is a simple one-screen 2d fighter where the players try to push each other into traps to score points. Since the first thread died, let's recap what's been going on.

Code is updated regularly both the source and a ROM can downloaded at /gewballs/graviton.

Anons are encouraged to contribute in any way they can. This thread documents the creation of a small SNES game. Let's Write an SNES Game II Anonymous Sat Aug 1 14:36:53 2015 No.2581523
