SNES Game Maker

Discussion in 'Other Consoles & Oldies' started by YoshiInAVoid, Jul 9, 2011.

Jul 9, 2011

SNES Game Maker by YoshiInAVoid at 9:14 PM (13,764 Views / 0 Likes) 97 replies

  1. YoshiInAVoid
    OP

    Member YoshiInAVoid GBAtemp Advanced Fan

    Joined:
    Jan 10, 2011
    Messages:
    560
    Country:
    United Kingdom
    EDIT:
    New topic: http://gbatemp.net/topic/313080-snes-game-maker-version-03/
     


  2. Schlupi

    Member Schlupi Gbatemp's Official Earthbound Maniacâ„¢

    Joined:
    Aug 31, 2007
    Messages:
    3,985
    Location:
    Rozen Queen Co, Chicago Branch
    Country:
    United States
    Honestly, YES. I would LOVE to see more SNES homebrew love; if you're serious with this, PLEASE PLEASE PLEASE do. [​IMG]

    The SNES is one of my favorite systems. [​IMG]

    (inb4AnotherWorld posts "HELL YES")
     
  3. Nathan Drake

    Member Nathan Drake Obligations fulfilled, now I depart.

    Joined:
    Jan 2, 2011
    Messages:
    6,192
    Country:
    Antarctica
    This would be awesome. I'd love to see what people are able to do given the correct tools.
     
  4. Snailface

    Member Snailface My frothing demand for 3ds homebrew is increasing

    Joined:
    Sep 20, 2010
    Messages:
    4,324
    Location:
    Engine Room with Cyan, watching him learn.
    Country:
    Antarctica
    Go for it.

    Just make sure it has Mode 7 functionality or a lot of people will be upset. [​IMG]
    (us nostalgic fogeys will be anyway) [​IMG]
     
  5. YoshiInAVoid
    OP

    Member YoshiInAVoid GBAtemp Advanced Fan

    Joined:
    Jan 10, 2011
    Messages:
    560
    Country:
    United Kingdom
    Wow thanks for such quick and positive feedback!


    I think I will go for it!

    But it might be a while before I have anything to show.


    As for mode7 I never really liked it. I may add it in but I won't promise anything this early in the development because I haven't even started yet!
     
  6. Schlupi

    Member Schlupi Gbatemp's Official Earthbound Maniacâ„¢

    Joined:
    Aug 31, 2007
    Messages:
    3,985
    Location:
    Rozen Queen Co, Chicago Branch
    Country:
    United States
    That's alright. Just keep us updated here, and Maybe give us a screenie every now and then if you can. [​IMG]

    I am really looking forward to this, and I know MANY other people here would too (even though they have not posted).
     
  7. FAST6191

    Reporter FAST6191 Techromancer

    pip
    Joined:
    Nov 21, 2005
    Messages:
    21,748
    Country:
    United Kingdom
    I know the snes is roughly in line with the GBA in many regards so that gives some hope but I have reservations about the viability of any high level languages unless you head either down the ZZT/basic esque path or kick it to scripting level.

    Still pull it off and first round is on me.
     
  8. SignZ

    Member SignZ Timelord

    Joined:
    Jul 16, 2008
    Messages:
    2,080
    Country:
    Germany
    Now that would be awesome! I'd love to see SNES homebrew games.

    You sir, had a really good idea!
     
  9. machomuu

    Member machomuu Drops by occasionally

    Joined:
    Sep 4, 2009
    Messages:
    8,437
    Location:
    The Courtroom
    Country:
    United States
    Win. The Snes is my second all time favorite console, I hope they go through with it.
     
  10. YoshiInAVoid
    OP

    Member YoshiInAVoid GBAtemp Advanced Fan

    Joined:
    Jan 10, 2011
    Messages:
    560
    Country:
    United Kingdom
    I am fine with the program side of things, but getting it to compile is a little difficult, the only SNES compiler I could find that didn't have a dead link and that was in C was "snesc". All the others are in ASM... Eeeewww.

    The problem with snesc though is that it has virtually no functions at all other than to load a sprite and background, but it doesn't include the graphic converter so I can only load the example ones.

    I would be better off just using the compiler and making my own libary but that would take a bit longer.

    Oh well I'll try and work on the program now and add in compiling a bit later.

    I'll post a screenshot soon once I have moved the layout of the treeview and log around a bit, because at the moment they are a bit messally (I hope that's a work) placed.



    EDIT:

    "I hope they go through with it."
    There is no "they", just me.
     
  11. coczero

    Newcomer coczero Member

    Joined:
    May 14, 2011
    Messages:
    10
    Country:
    Germany
    just take your time [​IMG]
     
  12. YoshiInAVoid
    OP

    Member YoshiInAVoid GBAtemp Advanced Fan

    Joined:
    Jan 10, 2011
    Messages:
    560
    Country:
    United Kingdom
    Thanks! I won't disapoint you all!
     
  13. MaximusDecemus

    Newcomer MaximusDecemus Newbie

    Joined:
    May 31, 2011
    Messages:
    6
    Country:
    Ireland
    Sounds like a great idea. I loved the snes too! This could lead to some interesting games and ideas. Good thinking yoshiinavoid! Please keep us informed about your progress. Thanks.
     
  14. spinal_cord

    Member spinal_cord Knows his stuff

    Joined:
    Jul 21, 2007
    Messages:
    2,871
    Location:
    somewhere
    Country:
    United Kingdom
    I don't think visual basic is going to help you much for a SNES game maker. Your options are very limited for SNES coding, either ASM, which is an absolute pain to learn on the SNES (everyone recommends learning on x86 first then learning SNES ASM) or C, however, it is a real pain to get SNES C to compile under windows, linux is easier to set up, but for a lot of people, that means using a virtual pc emulator.
     
  15. YoshiInAVoid
    OP

    Member YoshiInAVoid GBAtemp Advanced Fan

    Joined:
    Jan 10, 2011
    Messages:
    560
    Country:
    United Kingdom
    Ok, I have done alot since I started.

    The program has a nice interface which can save and load .sgm files. There is a treeview displaying: "Codes" (Rooms + Scripts), "Graphics" (Sprites + Backgrounds), and "Sounds" (Music + Effects), you can move resources up and down and add new ones and delete them. If you double click one it will load the resource editor, so if you click on a Room it will load the Room editor, and if you click a background it loads the background editor and so on. I have spent alot of time testing the program and all bugs that I found I have fixed, so it is really stable. There is also a log saying what the program is doing rather than not telling you or having loads of anoying Message box's popping up. You can actually compile your project however it is quite limited at the moment since all it can't yet convert graphics so no backgrounds or sprites yet. After it has compiled it logs if it was a success, or if it wasn't. If it successfully compiled then it runs your project through the included emulator.

    There are several reasons why I want to wait before realising this:

    -I don't know if the emulator is copywrited so I can't include it,
    -The program is still very limited and I don't want people to download it and then say it sucks because it can't do much,
    -I haven't made an installer for it yet.

    But as soon as I have sorted these problems all out I will release version 0.0!


    EDIT:

    Sorry for not answering you. It will infact be coded in ASM however the user doesn't need to know how to use ASM since it will all be simply: Click "Add Room" rather than typing in the Room into the code and everything. Although I have had very little experience with ASM I can add rooms in the code and add text and such so I can do the basics, but as I write the rest of the program I will become more farmiliar to ASM and natually I will have learned how to do certain things that I could not do before.
     
  16. YoshiInAVoid
    OP

    Member YoshiInAVoid GBAtemp Advanced Fan

    Joined:
    Jan 10, 2011
    Messages:
    560
    Country:
    United Kingdom
    Oh no double post!

    Anyway, I've got enough done that I can finally show something to you... Not just a screenshot, a whole video!


    I am uploading a video taken with hypercam of me making a "Hello world" for the SNES though SNES Game Maker, but it is taking for ever to upload! So I will edit this post when the video is up.
     
  17. spinal_cord

    Member spinal_cord Knows his stuff

    Joined:
    Jul 21, 2007
    Messages:
    2,871
    Location:
    somewhere
    Country:
    United Kingdom
    I can't wait to see this in action. Have you given any though to sound?
     
  18. YoshiInAVoid
    OP

    Member YoshiInAVoid GBAtemp Advanced Fan

    Joined:
    Jan 10, 2011
    Messages:
    560
    Country:
    United Kingdom
    http://www.youtube.com/watch?v=4t91eUU6YHg

    Tada!

    Basically you have Rooms which each perform certain code, this code is set in a script; so each room has a list of scripts that it will perform. That will help you understand the vid because it's kinda confusing!

    Also, you have an SNES Flashcard, PM me!


    Oh and as for sound, you can see in the video that it has the section "Sounds" which contains "Music" and "Effects", so yes, I will add in sound support.
     
  19. spinal_cord

    Member spinal_cord Knows his stuff

    Joined:
    Jul 21, 2007
    Messages:
    2,871
    Location:
    somewhere
    Country:
    United Kingdom
    So something like this -- http://www.youtube.com/watch?v=-7GlgY99abA -- should be possible to make using your creator?

    I gave up trying to learn ASM on the SNES, I managed to place a handful of tiles on the screen but it started getting complicated after that. I did the above in C, but as far as I could tell, there is no example anywhere for adding audio in C and not much for ASM either.
     
  20. .Chris

    Member .Chris Pffft.

    Joined:
    Feb 20, 2009
    Messages:
    2,182
    Location:
    United States
    Country:
    United States
    Yes. Make one!

    And if possible, could you make a linux version?
     

Share This Page