Nova
@novasquirrel
Game dev and pixel artist, hoping to meet other furries that do story focused RP. 31, she/her See or for other sites Check out - my 2D pixel art virtual world
I also noticed that the tool in SNES Dezaemon for setting up the background you scroll over during gameplay switches the screen resolution to 512x448, in order to show the tile picker and other UI elements next to a preview of the level without cutting the graphics down. That's a clever use for it.
Attack #7: artfight.net/attack/18613... for @vadapega.bsky.social Managed to get one last attack in! Wanted to thank Vivie for a really lovely picture of Sherbet and her buddies. 64x64 feels like a good size for a good amount of detail but still keeping the picture manageable.
Added a quick feature to Tilemap Town where you can set an entity so that clicking on it steps to the next direction in a list of directions you've provided. It does have a more serious use because different directions could be open/close sprites for a door (Brionne from sprites.pmdcollab.org#/0729)
Attack #6: artfight.net/attack/18317... for www.tumblr.com/meejiry Wanted to draw at least one pony, and this was a revenge for a really nice Nova picture. Pony manes always give me a lot of trouble but I'm happy with how this came out. I like all of the fun gradients across the design.
Attack #4: artfight.net/attack/17331... for @chimera.moe Thought it would be fun to try and have him use the Bubbline since it *is* sitting right there in Mimiga Village, so I can imagine at least one Mimiga finding it and trying it out. Tricky to draw a tool like that but I think this works.
Attack #3: artfight.net/attack/16520... for @lohlite.bsky.social Had fun setting up a background for this one. I like treating backgrounds like I'm painting, and filling in areas of solid color instead of trying to do lines. And a scene gave me an opportunity to do a simple light effect on antlers.
Attack #2: artfight.net/attack/15201... for @vwolf5.bsky.social I've wanted to try and draw this character for a few years and finally got around to it this time. I like that she's a quadruped cat that goes to school. Had a tricky time with the wings but I think they look good.
Attack #1: artfight.net/attack/15176... for www.furaffinity.net/user/Spotted... Cybunny is my favorite Neopet, and I thought it was fun to try and draw a plushie. The character concept is neat, where she turns into a plush to help her deal with chronic illnesses and some gray still peeks out.
I want to mostly focus on Art Fight until the event is over, but because it was only a few days of work, I went ahead and added a feature to Tilemap Town where you can get more control on how your avatar is animated. You can finally control animation speed and have a bigger avatar if you want.
I guess there's always the option of adding a variable to another the way you have to do it in Starcraft, which has similar limitations. 0xeb.net/wp-content/u... is a fun read and it's cool that they bothered to try and port the effects of intentional buffer overflows to a newer version of the game.
In RPG Maker 3, I can insert actions into events that increase or decrease a variable by a specific constant value, but I haven't been able to find a way to do other math operations or use a variable instead of a constant. RPG Maker 2 can do more kinds of math and you can select variable or constant
I assume that the back of this Cocoa Loops box putting a toucan named Pluey next to a toucan named Suzy is a cryptic hint about Deltarune chapter 6
For the eventual SNES version I'll be able to have the floors/walls and decorations on two separate background layers, but can't do that on NES, so my solution is to use MMC5 to get the ability to have 16384 simultaneous tile numbers, and I render floor+decoration combinations at build time.
Decided to try putting the NES town tileset I made in February to use in a tech demo where you'd be able to make a town, copy it to Turbo File, load it up on a SNES and have fancier graphics. But I don't have time for another project right now so I just got it to the point where it can render a map.
Added some functions to Tilemap Town's Luau scripting API to make it easier to fake pixel-based movement. There's a tile grid position and a pixel offset, and the new API functions let you work with map pixel coordinates instead (automatically updating grid position and offsets for you).
I'd like to build up more community for my 2D pixel art virtual world tilemap.town - which is made for roleplaying, and is self hostable with an documented protocol and open source code. It's made with roleplaying in mind and you can make your own maps and use your own player and map tile graphics.
Here's another build because I noticed it wasn't actually copying the file's data when you copied a file between the cart and Turbo File, oops. Also added confirmation screens and a sector browser. code.novasquirrel.com/Maffi/TurboF...
I will have to figure out what wire is what in the controller extension cable I cut before I can plug that into this, but this *should* be everything else? 5V into the 5V pin, GPIO connected through a level shifter, 3.3V and 5V connected to the level shifter. Don't know if I need a capacitor.
Cyberchase season 16 is actually pretty good so far; there's some more varied topics and it's doing some interesting stuff with its characters and stories instead of heavy-handed environmentalism stuff. I like these new penguin characters and I hope to see more of them. The animation got a bump too.
I updated Mesen with my findings and added two more tests to my test suite. My Turbo File Adapter and Turbo File Twin have the same behavior for these tests. There are still some unknowns relating to stopping without being aligned to a byte boundary but that's out of scope for now.
Here's the rest of the stuff in my recent proxy shopping order, minus some stuff that was friends adding their stuff onto my order to save on shipping. Don't know what I'll do with a complete JRA-PAT set but I have it if I come up with anything fun. Game Boy Color for scale.
Because the board is made from standard parts, I was able to figure out how it works just from looking at the board and drawing lines to help show what's connected to what. I learned there isn't a distinct "unlock" signal preventing writes, rather you can make it stop resetting the address.
I got a cheap logic probe and was planning on poking at the Turbo File Adapter with it to try and reverse engineer it when I got it, but then I opened it up and there's just 7400 series chips. I'll just look at the board and figure out the behavior from that, then.
If you want to trigger a breakpoint every time a new note starts, you can set a breakpoint for a DSP register being written to, with the key-on DSP register currently selected. "dspreg == $4C && value && (value ^ [$F3])" for the condition.
I implemented NTT Data Keypad support in MesenCE, so you can play raphnet.itch.io/super-sudoku. Would have been nice to have when I previously played with using this controller as a way to do text input. I would like to add Turbo File Twin support but that's going to require some research and tests.
Just got a rubber Maffi Shinx avatar, by @funnyhat12.bsky.social ! It's been fun playing with having her be a Shinx sometimes, and there's a few more toy Shinx Maffi pictures on the way. Still kind of funny to have an electric type Pokémon made of an insulator. #toyfur