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Public => Creation => Topic started by: neen on Tue, 2025 - 08 - 19, 08:43 PM

Title: snes homebrew: v-tuber program: sfctuber
Post by: neen on Tue, 2025 - 08 - 19, 08:43 PM
rt and i talked about this at some point, and i think through learning snes dev by making glider, i could probably write this now. brainstorm ideas:

-scripting system
-user supplies graphics and tilemaps
-system for defining rectangles and animating them
-mode 1, being the most common drawing mode, would probably be used by default, but you could write a tuber for any drawing mode.
-main focus could be on building a framework for users to easily implement their tubers

-could use hirom for large banks and if needed, expansion to exhirom which is a real memory map (not like that silly exlorom). without compression, larger banks means larger uncompressed data chunks?

probably will have to think about this a bit more but i think i want to do this
Title: Re: snes homebrew: v-tuber program: sfctuber
Post by: RT-55J on Thu, 2025 - 08 - 21, 05:02 PM
support for arbitrarily changing blending modes at runtime would be really cool
Title: Re: snes homebrew: v-tuber program: sfctuber
Post by: neen on Thu, 2025 - 08 - 21, 08:34 PM
for sure it could be do that. part of the problem is there are a lot of conceivable options and if the user knows how to write assembly they can do whatever they want. but if they don't, the whole framework needs to be accessible... like a BASIC interpreter?

also

ABYX = the face buttons

GET IT?!
Title: Re: snes homebrew: v-tuber program: sfctuber
Post by: neen on Thu, 2025 - 08 - 21, 08:53 PM
something like:

B controls bottom of mouth
Y controls left side
A controls right side
X blinks
hold dpad direction while using a mouth control to modify it somehow

....lots of animation frames