Starting point for 16 bit game creation

Discussion in 'Game Development General Discussion' started by DefectX11, Jan 17, 2014.

  1. DefectX11

    DefectX11 Familiar Face

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    DISCLAIMER- I'm sorry in advance for redundant/incomplete questions, or a lack of knowledge of simple things.


    With that out of the way, I have a handful of questions I'm sure you'll be able to help me out a bit with. (pun intended)

    I've gotten far enough into programming, modelling, animating and general skills required for making a game, so I figured it'd be time to pitch my extra time spent watching the Simpsons towards something good.

    Particularly, I've had an idea bouncing about in my head for a 16 bit game.
    I know well enough how to start and complete an 3D modern game, but it's the older games that tend to allude me.

    -What would be some of the main development engines or software someone would use for a 16 bit title? Assume it would be run on a modern system, most likely PC.
    -What languages would I be able to use? Would there be a potential to use Java or is C/C++ a more suitable language?
    -What are the limits of 16 bit music (specific to the SNES/SFC)?

    Thanks! If you've got other tips, feel free to post 'em and I'll toss them in a document for me to have on the side.
     
  2. graphique

    graphique Enthusiastic Member

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    As far as languages go, I'm pretty sure you'd need to write it in 65816 assembly. Java's out of the question; there's apparently an open source C toolchain out there but I have no idea if it's any good.
     
  3. Sonny_Jim

    Sonny_Jim Enthusiastic Member

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    AFAIK there isn't a homebrew SDK available for the SNES, although this would probably be a good place to start reading:
    http://en.wikibooks.org/wiki/Super_NES_Programming
    No way you'll be able to program in C++, you *might* get lucky and find a C compiler for the SNES CPU though. Absolutely zero chance of Java, it's more than likely going to have to be ASM based.

    Programming music for old consoles is hard, as they tend to use a separate CPU and OS for that. If you are lucky someone might have an old SNES SDK for the sound CPU.

    In all honesty, I would program and develop the game for a PC first, then maybe look into porting it to a 16 bit system. It's *much* easier debugging with modern tools.
     
  4. DefectX11

    DefectX11 Familiar Face

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    To clarify, I was intending for a PC release- I'm just looking to keep it authentic to the SNES' capabilities. As per-


    Like Miami Hotline, but without all the rotation and 3D effects (or, not as much).
     
  5. bojangle

    bojangle Newly Registered

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    Hotline Miami actually used GameMaker Studio, no programming required although they do have their own scripting which can extend the engine.

    I'd personally recommend using it or something similar as opposed to making your engine, especially for your first venture into game development. It saves tons of time and gives you more time to focus on the game itself and see whether it's something you actually want to continue with.

    It's obviously up to you, but Hotline Miami and To The Moon using RPG Maker and others have succeeded with them.
     
  6. DefectX11

    DefectX11 Familiar Face

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    That's what I figured would be best. Thanks for the responses, and tips are always appreciated.
     
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