SNES: Spacy Funky B.O.B. Source Code

Discussion in 'Industry News' started by MatthewCallis, Sep 1, 2008.

  1. MatthewCallis

    MatthewCallis Robust Member

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    You may have seen it on eBay a few weeks ago, and here it is in all it's antique glory. The source code to an average early Super Nintendo game. Hopefully someone will be able to make good use of it, because anything is better than it sitting on my or anyone else's shelf or hard drive gathering dust. But if you do make some use of it, PLEASE let me know!

    Link:
    SNES: Spacy Funky B.O.B. Source Code

    And if you're into to prototypes or Satellaview items, I post those every time I get a chance to sit down and work.
     
  2. Flyinghigh

    Flyinghigh Peppy Member

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    Wow, that is nice stuff, thanks man
     
  3. d4s

    d4s Robust Member

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    Nice one, Matt, thanks for releasing!
    Didn't see it on ebay. How much did you pay?
     
  4. babu

    babu Mamihlapinatapai

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    Very nice release, much appreciated.
    btw. ygpm.
     
  5. drx

    drx BLAST PROCESSING. SITE SUPPORTER 2015

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    Nice. There's some Genesis stuff there as well, for example "equates.h for sega notes" etc.
     
  6. d4s

    d4s Robust Member

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    Just had a look at the source files. Appears to be complete and compileable. I don't know which assembler was used for this one. My guess would be SASM, which crashes on my XP machine.
    The source could of course be converted to be compiled on wla dx or another recent assembler.

    From what I can see, most of the game was coded rather statically. Still great to see how they did it back in the days. =)
     
    Last edited: Sep 2, 2008
  7. drx

    drx BLAST PROCESSING. SITE SUPPORTER 2015

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    I don't know much about SNES, but it looks a lot like SNASM68K syntax. So maybe it's a SNASM assembler, but then again, like I said, no idea.

    Edit: also, you can run these in DosBOX
     
    Last edited: Sep 2, 2008
  8. WolverineDK

    WolverineDK music lover

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    MatthewCallis

    I have uploaded the source package to megaupload

    Take it, and use it as a mirror. And I haven´t tampered with it at all.
     
    Last edited: Sep 2, 2008
  9. MatthewCallis

    MatthewCallis Robust Member

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    Thanks, but I don't foresee the need of a mirror.

    If anything it does more harm than good as it redirect traffic away from my site.
     
  10. WolverineDK

    WolverineDK music lover

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    Ok, do you want me to remove it again ?
     
  11. Yakumo

    Yakumo Pillar of the Community *****

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    ooh, B.O.B by Gray Matter. EVERYTHING that company made is total pig shit and that's not even an exaggeration. In fact, one of their games will be on the next Retro Core show :)

    Still, nice to see the source code shared, crap game or not. thanks MatthewCallis :thumbsup:

    Yakumo
     
  12. ccovell

    ccovell Resolute Member

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    Very cool to see the source code; it'll help give some ideas [Yakumo would probably note "of how NOT to program"] for my platformer programming, esp. collision detection.

    There is a ROM of Super Mario World in the directory of the ROM uploading program. I dunno, but if you want to be spared the wrath of Nintendo, you might want to take that out of the archive.
     
  13. WolverineDK

    WolverineDK music lover

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    what the heck are you babbling about ? could you please explain what you mean by program uploading program ?
     
  14. babu

    babu Mamihlapinatapai

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    Last edited: Sep 2, 2008
  15. WolverineDK

    WolverineDK music lover

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    aaah ok, thanks for the explanation.
     
  16. MottZilla

    MottZilla Champion of the Forum

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    I'm amused by how many times the work Fuck appears in the source code. This is a very nice release. Hopefully it will help those who want to develop for SNES. Even a bad game would have some value in source code because often a game just sucks because of design and not the fault of programming you know.
     
  17. drx

    drx BLAST PROCESSING. SITE SUPPORTER 2015

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    You must not have seen 32x source code. :lol:
     
  18. MottZilla

    MottZilla Champion of the Forum

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    No I haven't, I take it that would be related to programming difficulties or general disliking of the system by the developer?

    I think things like this, the actual source code to classic-era commercial games is one of the best things for people to be able to see. Anything that could promote more homebrew or independent games for systems like the SNES, Genesis, etc is very nice.
     
  19. drx

    drx BLAST PROCESSING. SITE SUPPORTER 2015

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    I have talked to many people who developed 32x games back in the day and all (with one exception) absolutely abhorred the system. Horrible debugging, a pain to get everything to work, frequent specification changes (as most games were developed along with the console itself, I have one or two prototypes for 32x that don't run at all on retail 32x due to incompatible hardware :p), and the documentation is erroneous (and during the development, lacking).

    Some developers had to take breaks for weeks at a time due to a problem that seemingly had no solution until a fix / sega bulletin arrived. Heh :p

    I should know this too, I develop code on the 32x myself. I recently ported Sonic 1 to 32x (link).

    Edit: the one exception actually praised the 32x. It does have its benefits. For example, it's much easier to write self-modifiable code on it.
     
    Last edited: Sep 5, 2008
  20. MottZilla

    MottZilla Champion of the Forum

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    Wow that's an impressive project. So was the Sonic 1 game disassembled by someone and source code made? So by a 32X port, what exactly is changed? Does game logic run on the SH2? Or is all graphics rendering now from the 32X SH2 and VDP? No Genesis VDP? Just curious as I find the Sega monster system of MD + 32X + CD very interesting.
     
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