Julius's Avatar

Julius

@miau6502

๐Ÿ‘พ Codes new NES games for @morphcat.bsky.social #NESdev ๐ŸŽธ Makes music sometimes ๐ŸŽฎ Worked on Super Bat Puncher, Micro Mages and more https://morphcatgames.itch.io/

374
Followers
113
Following
61
Posts
26.10.2023
Joined
Posts Following

Latest posts by Julius @miau6502

Preview
a black and white dog with a red bow tie is standing in front of a woman in a red dress . ALT: a black and white dog with a red bow tie is standing in front of a woman in a red dress .
19.02.2026 11:38 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Ahhh yes, these games love to shrink the screen size with massive HUDs so there's less pixel drawing to burden the CPU with ๐Ÿ˜„

08.02.2026 13:26 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Yup. I just learned I might be wrong, though. ๐Ÿ˜… The ROM seems to use MMC5, which extends NES capabilities quite a bit and hasn't been around for long enough during the commercial era (or was too expensive) for developers to learn how to utilize its full power.

Sooo no idea how this actually works

08.02.2026 13:22 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Lastly, the artifacts at the top and bottom of the screen make me think they're forcefully extending the VBLANKing period by turning off rendering during parts of the screen to cram in more updates, a trick very few NES games use.

As black magic as it gets on the NES ๐Ÿช„

08.02.2026 08:12 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

The update handling seems to be pretty smart, only updating changed tiles and possibly spreading updates across multiple game frames to deal with the limited VBLANK time (where updates are allowed to happen).

The artifacts you see on the giant objects when they move make me think that's the case.

08.02.2026 08:08 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

With 2 background tiles (one fully black, one white), you can draw very blocky, low resolution graphics.

With 16 background tiles, you can double that resolution (pixel size: 4x4, all possible combinations stored in the 16 8x8 bg tiles)

With all 256 available tiles, you'd get 2x2-size pixels.

08.02.2026 08:04 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
Preview
a cartoon character wearing a green hat with a letter l on it ALT: a cartoon character wearing a green hat with a letter l on it
23.09.2025 20:56 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Post image

Oh boy, here we go again #NESdev

23.09.2025 06:31 ๐Ÿ‘ 22 ๐Ÿ” 4 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

I can imagine ๐Ÿค 

22.09.2025 03:07 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Yeah, I should honestly have made the switch a while ago. Seems like Linux really can do pretty much anything these days.

I probably won't make the final jump until work calms down (don't wanna mess with my dev machine right now), but... It's gonna happen ๐Ÿ˜

21.09.2025 18:57 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I think I found the most noble use for AI:

Switching to Linux. ๐Ÿง

I don't enjoy (OS) tinkering, but after spending a couple hours with ChatGPT gaining insight and porting many of my Windows-specific scripts and customizations, Linux is now a breeze to use! ๐Ÿ‘€

21.09.2025 10:00 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Capturing decent footage directly in OBS should be possible. ๐Ÿค”

Similarly, the bigger the emulator window (crisp source), the less blurry OBS' output should be when it needs to scale your footage to its output resolution.

19.09.2025 09:45 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

You could simply upscale the 1x original footage to a non-integer scale directly with nearest neighbor, e.g. 4.5x (450%) for 1080p, but that may lead to visibly uneven pixel sizes.

Tl;dr

Nearest neighbor scaling = crisp pixels (preferably at an integer multiple of the original resolution)

19.09.2025 09:30 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

For 1080p, you may need to stretch the image some more. I imagine if you're stretching the already nearest-neighbor-scaled image some more using one of the common scaling algorithms (bilinear, bicubic), the result will be less blurry than if you simply stretch the og 1x resolution video.

19.09.2025 09:23 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I personally use fceux's avi recording, which produces an uncompressed video at the original NES resolution, then scale up to 200% or 300% etc. using nearest neighbor scaling. That gives perfectly crisp pixels. If you're aiming for 720p, this works nicely, can letterbox a bit if you need

19.09.2025 09:19 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
Preview
a cartoon girl is holding a cross in front of a purple pokemon ALT: a cartoon girl is holding a cross in front of a purple pokemon

Not today!!

16.06.2025 23:35 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Post image

You know how with 32k switching in #NESdev you don't have a fixed bank and have to duplicate some code?

Thanks to gratuitious SRAM, 2k RAM remained free.

"Wait, why not just load the duplicated code into SRAM? SRAM won't switch banks. SRAM IS a fixed bank?!๐Ÿง™๐Ÿช„๐Ÿ’ก"

savings across all ROM banks ๐Ÿฅฒ

15.06.2025 10:49 ๐Ÿ‘ 20 ๐Ÿ” 4 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

too relatable ๐Ÿฅฒ๐Ÿฅฒ๐Ÿฅฒ

12.06.2025 18:58 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

So did I.

Our usual approach of making games does not lend itself well to Kickstarters, we've learned... for the next project :~) But we want this game to be great so bad. I've had to play it a lot and it's still fun, hope players won't struggle with the controls, can't wait for people to play it ๐Ÿ’š

11.06.2025 13:00 ๐Ÿ‘ 5 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

๐Ÿ˜

07.06.2025 15:33 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Sounds good! ๐Ÿฅณ

06.05.2025 16:54 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

That is such a pretty palette! I do wonder what a little vertical shake on the car sprites would look like when they're driving on the cobblestone.

06.05.2025 05:18 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I'm much better at written interviews, though, and I'm absolutely swamped with work, currently, so... maybe in the future?

Podcast seems right up my alley, though, I'm gonna give it a listen :)

05.05.2025 22:49 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Aw, well, thanks for reaching out!

I have a bunch of thoughts on sound design on the NES that I'm not sure how to articulate, yet, but would like to at some point.

05.05.2025 22:47 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Hello, you guessed right! What's up? ๐Ÿ‘‹

05.05.2025 11:13 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Simply beautiful. And I'm not just talking the underwater part. How you're making that little jump over the chest at the end with barely touching the ceiling... Great physics combined with great animation work. ๐Ÿ˜Ž Love it!

03.05.2025 19:25 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

It's been a blast, buddy!!!!! <3

22.04.2025 19:12 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Oh no, that sounds absolutely terrifying...

24.02.2025 09:13 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Had to revive old C++ code. Got stuck in circular dependency hell within the first 5 minutes. ๐Ÿฅฒ

How do people put up with this?

23.02.2025 09:10 ๐Ÿ‘ 5 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Preview
a pikachu is standing next to a pair of shoes ALT: a pikachu is standing next to a pair of shoes

You seem excited. Surely it must mean you're getting to write games again

23.02.2025 06:19 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0