JxFx
20.2K posts

JxFx
@Lint_
Web developer, Oldschool gaming console hacker, Ska Punk Drummer ... and way more ... (Speak mostly french)
Liège, Belgique Katılım Nisan 2009
2.3K Takip Edilen775 Takipçiler
JxFx retweetledi

@virtualmage17 @baburekov22523 @gamesyouloved @greayson2532 @Nintendork9 @Sillensillen @The_Top_Loader @BigLipRadio @GamerJohn85 Yeah I had the japanese version and played it till the last bit of it (hardest mode, all secret rooms). If I remember well it was like 1h30 to finish it. Really good memories about that one <3
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Back to The Magical Quest starring Mickey Mouse on SNES 🐭✨
Beautiful animation, fun costumes, and classic Capcom polish. A timeless platformer that still feels magical.
Did you play this back in the day? 🎮
#magicalquest #retrogaming #nintendo
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@ForceBotNES @DanFessler I will try to do it without SA-1. My next proof of concept will be for the huge worm boss of the catacombs. Here is a WIP screenshot taken from Mesen 2. Enjoy ! #snesdev #snes #retrodev

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@DanFessler Hey, somehow yes, Chasm on the Snes !!! It's been a few years that I'm doing various proof of concept about porting Chasm to Snes. This allow me to build a platformer engine using wonderfull assets and pushing Snes to his limits (or almost).
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@SNESTesterAlex Progress is quite slow, time to time I get back on the project. It's been a month I'm back on Super Chasm ( it's a demake of @ChasmGame ). Still working on part of the engine. Currently getting the worm boss in place, with some new tricks sprite + BG sprite. Thanks for asking.

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@Lint_ How is progress going? What is the title of your project :) ?
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@iNCEPTIONALNEWS @retrogaminggeek Argh ChatProutProut (I don't trust IA and might never will...)... I wonder what are his sources for hardware production costs, and also the costs of the team that made the software. If you got any realliable source, I'm interested.
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@Lint_ @retrogaminggeek Super Mario World
So, I asked ChatGPT—trust?—to use recorded sales at inflation-adjusted prices, estimate adjusted costs (production, retail, marketing), subtract those from inflation-adjusted gross revenue, and calculate net profit, with all figures fully inflation-adjusted.
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Somehow we've been brain washed into thinking video games have always cost £40-50 and that we're now being ripped off. I have news for you.
Adjusted for inflation:
1992
Gremlins 2: £105
1997
Super Mario 64: £109
2000
Metropolis Street Racer: £76
2007
PGR4 £68




SuperMarioT@SuperMarioT_YT
...sigh. It's less me & others are surprised & more & more as time goes on it's just pretty disappointing $70 is the baseline for all 1st party Nintendo games now. Assuming Nintendo's holiday truly was that bad & expectations were exaggerated, idk if Fever's gonna sell well too.
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@iNCEPTIONALNEWS @retrogaminggeek I have 2 questions : 1- What is World on Snes ? 2- Where do you got those costs to develop, produce, distribute and market from ? Thanks.
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@retrogaminggeek For a rough comparison of total costs to develop, produce, distribute, and market 20M copies (all-in, 2025 dollars):
World (SNES, cartridge) — ~$713M
Turismo (PS1, CD) — ~$267M
Odyssey (Switch, 40% physical / 60% digital) — ~$310M
Going more and more digital changes things.
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@Jaume96749222 Can't you use a dedicated 16 color palette per frame ? Even if the length is a bit less due to the data of each new palette. But as it is it's look barely usable. But it's already a great tech demo.
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#SGDK f**k almost finished... the ""ONLY"" thing to fix is those stupid bastards tiny white dots and some unknown white catastorphes on a couple of frames.dont know why they happen.anyway coherence is back, 4900kb 220 sec,16 colors.if you dont take the white stuff in account...
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@RetroNES_Soft Right there you got two4bpp gfx layers (BG1 / BG2) + one 2bpp gfx layer (BG3) with 4 hdma channel that update the palettes of the BG3 to render hi color even if the layer is 2bpp. The achievement was to mix it all together after I did a POC for the hi color BG3.
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@Lint_ Excuse my ignorance, but... What exactly should I look at in that image to appreciate the achievement?
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@SNESTesterAlex Ha ha real life constraints currently make me do small progress… I recently took a few hours to implement lzsa1 compression to level maps and tiles. Next big steps are finishing collision code (25% done) and finishing the « outpost » level integration (60% done)
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@Lint_ Are you progressing well :) ?
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@iNCEPTIONALNEWS Currently, the 2 4bpp layers are used for the foreground due to original tiles layout by Chasm. But yeah those 2 layers could be totally different and could allow an additional parallax effect.



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@Lint_ I'm curious — since you used the 2bpp background for the lovely distant hills and sky, and I only see one 4bpp foreground layer here, does that mean there's another 4bpp layer you haven't shown yet that could be used for an additional layer of foreground parallax or whatever?
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@MaxwelOlinda1 @iNCEPTIONALNEWS @jnitronitro For the mode 7 explosion. Do you alternate mode 0 and mode 7 on a frame basis ?
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Update do meu jogo de nave pro SNES!
- O único inimigo até então agora pode atirar, possuem animações individuais (placeholders) e sofrem impacto dos tiros.
- Explosão limpa-tela usando Mode 7.
- Arte de cenário por @iNCEPTIONALNEWS
- Música por @jnitronitro
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Snes demo is out <3
CRONELA´S MANSION ™@Straynus
📢I can finally announce that the DEMO of Cronela's Mansion compatible with #SUPERNINTENDO is now available!🤩🥳 ..Created from scratch.. ➡️straynus.itch.io/cronelasmansion 70% raised on kickstarter, can you help me by sharing? #homebrew #snesdev #nesdev
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