What you are about to read is extreme derp. I apologize. SNES Game Maker is a completely free program developed by YoshiInAVoid and as its name states, it is used to make SNES games. It was made in Visual Basic 2008. So far the program can import PCX images as backgrounds/sprites and you can create rooms & scripts. You can compile what you've made and load it in any compatible emulator. There's also many other things that probably went over my head already. YoshiInAVoid also says he will not accept donations in any form or fashion though. Without that, how does he expect to further the development of his program? His six-figure income? Not to mention, the possibility of running compiled projects on actual hardware is at question too. http://www.youtube.com/watch?v=9RUvT9Mi2KU You can read all about it and obtain the program here at the author's website. http://www.snesgamemaker.gamehacking.org/ I believe the source code of B.O.B has a great deal of relevance to this too as it is an SNES game, and a pretty fun one at that. http://wiki.superfamicom.org/snes/show/Space+Funky+B.O.B. http://www.youtube.com/watch?v=fH99DKf0zNk
Test it on bsnes. It's the Kega of snes emulators and if it can on that, I'm sure it'll run on hardware just fine.
Fixed there for you, Kega is still buggy as hell. Good enough for the official games, but as soon as you try to do homebrew you'll find out a shitload of issues with it.
I must give Regen a proper shot. Bonus news: Regen's author, aamirm (also registered here), is developing a Saturn emulator, too. Now that, I'm keeping an eye on! SSF has a good head-start, though. :P (Admittedly, I've no idea whether it plays completely nicely with homebrew devs.) Oh—and an N64 one. Prolific man!
Looks interesting. I hope it continues to advance since the author posted a topic in his forums saying he was giving up back in September, and now it looks like he's still working on it, so I don't know if we can expect him to just give up somewhere or what. Hate it when that happens And I don't get how the source code of B.O.B has any relevance at all. Heck, even some guy on the forums posted a link to that for no good reason. How is it relevant? :v:
Wouldn't a bunch of stuff written in ASM be extremely helpful to someone wanting to write an SNES game? Correct me if I'm wrong.
Maybe if you were programming in ASM, but the whole point of this program is to be like a game maker thing with its own scripting language. You're not coding in ASM here, unless you choose to, but anyone could have done that before this program existed, so it's not entirely relevant to the program itself I think. I just am mostly poking fun at how that AlveinHero posted about B.O.B's source code in a topic where the author was asking if anyone wants the source for his program. The game gets brought up for no reason twice =P
Only if you already know 65816 assembly and how to program for the SNES hardware, really. It could be useful to see how they approached things and maybe even new tricks (a lot of the coding practices I have for Mega Drive were taken straight off Sonic 3D), but only when you already know what's going on.
I'm not sure if saying that it isn't open is right, PCX is extremely well-documented, and I think the format documentation was even part of Paintbrush =P Though it's extremely old and almost nothing supports it anymore.
GIMP can save to and fro the PCX format. I have used it quite regularly for modifying the SMAC/X image files, and have found its palette related features pretty good too.
If I could port a single level of Love+ onto the platform, I'd make a cartridge of it and love it forever.
As someone who hangs around SNES ROM hacking communities not being able to comprehend any of the ASM discussion, I seriously hope this gets to the point where a game is actually feasible on it. I think eventually it may want to hone in on a particular genre, though... perhaps a dedicated platformer, fighter, beat-em-up engine? Shmup and RPG are already taken (Dezaemon and RPG Tsukuru respectively..)...