SNES Development Part 1: Getting Started
blog.wesleyac.com
blog.wesleyac.com
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.
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 emulators have a far worse Linux UI when running under Mono, and I haven't tried running the Windows Mesen under Mono or real .NET yet). I don't know enough to judge if the disassembler is better or worse than bsnes-plus though.
The public Github repository you linked hasn't been updated in 11 months (v0.2.2 source and releases last updated in 2021-03-15), and v0.2.2 actually dates back to 2020-11-08 on Patreon. The Patreon (https://www.patreon.com/bazz1) was last updated in 2021-03-14 with v0.2.4, yet continues to take money for the past 11 months of silence. I've heard that he's stopped supplying builds to Patreon subscribers, and only giving them to Twitch subscribers.
This is my first time looking at his Twitch, and wow that's a lot of livestreaming uploads. I don't know if SNES Tracker is still being developed or not, and if Twitch subscribers receive newer builds of the tracker. In any case I'm definitely not subscribing.
I tried cloning the repo to view the current publicly released state. It has over 100 MB of files previously in history but deleted in a more recent commit, polluting non-shallow clones. I couldn't get it to build easily, so I downloaded the prebuilt Windows v0.2.2. The user interface is bare-bones and written in SDL, though I didn't poke around very deeply.
In any case I'll consider checking on his Twitch streams, and see if he can help me, though I prefer interacting with other people who don't behave in ethically dubious ways. I've already figured out how to make the S-DSP output sound. I'm currently working on learning S-SMP/SPC700 programming, writing/picking a hardware driver, (if I write my own driver) picking efficiently-implementable behaviors while remaining musically useful, or (if I pick an existing driver) learning the driver and build system. Eventually I want a characterization of the SNES's analog frequency/phase response (DAC impulse response plus analog filtering) so I can implement it in software. I feel eliminating unneeded audio latency, and implementing aliasing-free hardware-accurate resampling/filtering, are aspects that most emulators (even accurate ones like bsnes/higan) get wildly wrong, which I can improve with effort.
It's available on github at https://github.com/lscharen/iigs-game-engine
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 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.
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)
The BIOS, graphics, and audio firmware fit nicely with the 32bit ARM architecture such that all you have to do is poke data into the right address (usually a #define'ed pointer in C) and it DMAs to the hardware.
And unlike later consoles, there's no operating system or significant copy protection to deal with, you link in a crt0.s to put everything at the right address, load the rom into an emulator, and it will start displaying your game. When your ready, you pop a flashcart into your hardware and it will probably work too. It's all very nice.
I wasn't actually asking for anything low-code, I'm fine with coding, just hoping I can mostly stick with a C/C++ style approach without having to dig too deep into understanding the memory and registers and other things on a hardware level.
I've done some reading of materials on the hardware before (NES and GB mostly), and it's interesting, I just don't have the mental bandwidth at the moment to turn that casual understanding into usable code.
Maybe eventually I can get to that point, but for now if I can get by with mostly my game logic and some function calls to various wrappers for the hardware functionality, the better.
I'm also currently working on a new version for desktop and hopefully eventually consoles that uses 3D models, larger maps, 8 team local support, map editor, hopefully either a campaign or challenge mode (eventually, maybe not on first release), and hoping to add support for up to 150-ish stream viewers to join various teams and play on one of the 8 teams (where they vote for moves kind of like in Twitch Plays Pokemon).
Here's a year old video when I was just starting the project, I desperately need to make a newer video (hopefully this weekend finally):
But I still would love to have a weekend project at some point of making a retro version.
Either use a clever way to map your game board to 8x8 tiles, or use a large number (4/8 bit paletted color) tiles so that you can just draw arbitray images (like a bitmap, but its set up in tiles). Or just give up on trying to exactly match the hardware and just draw the hole thing using a bit map mode (e.g. mode 4, with 256 color palette and double buffering) - but that also means implementing the parallax effect by hand (since theres only one layer).
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.
And also accompanied by a book: https://www.amazon.com/gp/product/B08W7DWZB3/
It's awesome. Not many new materials dedicated for good old game console programming. BTW, the book also covers Nintendo, Gameboy, Sega, Atari (!!), etc.
and the snes dev kit
For MIPS at least, one of the completely wrong design decision has been to map basic register indices to raw numbers. For instance, in bass, this is a valid instruction:
add 2, 4, 5
which means "add register 4 and 5 together and write the result in register 2". Normally, one would write that line with the register aliases: add v0, a0, a1
The problem comes with the fact that MIPS has also a "addi" (add immediate instruction) that you would use like this: addi v0, a0, 5
"add the immediate value 5 to a0 and store the result in v0". So I guess the problem is clear: what happens if you instead write: add v0, a0, 5
There are two possible reasonable outcomes: either the assembler should reject the above line as invalid, or it should silently convert it to "addi" which is what GNU as does for instance. Instead, with bass, the above is a perfectly valid line which gets assembled to the same of "add v0, a0, a1", which basically silently generates wrong code.I think bass was a quick hack that overgrew its intended goal. I suggest to use something more mature.
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.
So first thing first: There _is_ and community fork. Url had been spammed allready. Yes we are active. To be honest, bass is more active then it probably ever had been before. Next days we will also launch a project page (url: www.basm.dev). And yes .. that near passed away was as least a shock for us. But its also the reason why we took it up.
Now about @giovannibajo1 very valid statement: Yes. Until recently that would had been true. Syntax may, or may not always be optimal. It's too sad that so far no Issue ticket, or Discord Message had reached me about this thoughts. In the end its a community project. All I can say at this point is that the pure assembly syntax is to 100% fluid. You can mix it your own flavor. To be honest I never did MIPS using bass myself. But I would love to chat about "how a clean syntax should looks like".
Feel welcome.
I will open an issue, and I've joined the discord if you want to discuss about this. I'm happy to help though I've not really used it for years now, but I am happy to at least tell you why I stopped using it so that you can ponder this for future developments.