FrankenGraphics
@frankengraphics.bsky.social
Ellen creates NES games, tools & pixels.
https://frankengraphics.itch.io/
https://ko-fi.com/frankengraphics
https://patreon.com/frankengraphics
https://frankengraphics.itch.io/
https://ko-fi.com/frankengraphics
https://patreon.com/frankengraphics
right, there's all kinds of staff and noone pulled the brakes, at least not hard enough to stop it
August 15, 2025 at 8:54 PM
right, there's all kinds of staff and noone pulled the brakes, at least not hard enough to stop it
this occured to me while i was just reading the news that the swedish vice prime minister had thrown dirt on a journalist in a speech. only for it to be revealed that the ’dirt’ had been requested from chatGPT, which had happily hallucinated it, with no valid source.
August 15, 2025 at 10:23 AM
this occured to me while i was just reading the news that the swedish vice prime minister had thrown dirt on a journalist in a speech. only for it to be revealed that the ’dirt’ had been requested from chatGPT, which had happily hallucinated it, with no valid source.
would you consider sms support helpful for MD work, even if MD itself wasn't supported?
Hypothetically, i mean. MD support wouldn't be contingent on that. Just looking for user insights
Hypothetically, i mean. MD support wouldn't be contingent on that. Just looking for user insights
August 12, 2025 at 8:23 AM
would you consider sms support helpful for MD work, even if MD itself wasn't supported?
Hypothetically, i mean. MD support wouldn't be contingent on that. Just looking for user insights
Hypothetically, i mean. MD support wouldn't be contingent on that. Just looking for user insights
i haven’t read up on the MD modes yet, but it is on my homework list. i believe i read somewhere that mode 5 is virtually identical to SMS in mode 4?
in any case, i’d be more than interested to see & hear more of your usecase beyond homebrew
in any case, i’d be more than interested to see & hear more of your usecase beyond homebrew
August 11, 2025 at 6:50 PM
i haven’t read up on the MD modes yet, but it is on my homework list. i believe i read somewhere that mode 5 is virtually identical to SMS in mode 4?
in any case, i’d be more than interested to see & hear more of your usecase beyond homebrew
in any case, i’d be more than interested to see & hear more of your usecase beyond homebrew
oh, and also png/bmp for most things
August 11, 2025 at 6:36 PM
oh, and also png/bmp for most things
currently it supports nes-native binaries, 2 flavours of 65xx assembly, and C headers; though these code outputs only cover the most requested areas.
Also, some developers choose to parse the session file itself (which is plain text) for pipeline/versioning reasons
Also, some developers choose to parse the session file itself (which is plain text) for pipeline/versioning reasons
August 11, 2025 at 6:36 PM
currently it supports nes-native binaries, 2 flavours of 65xx assembly, and C headers; though these code outputs only cover the most requested areas.
Also, some developers choose to parse the session file itself (which is plain text) for pipeline/versioning reasons
Also, some developers choose to parse the session file itself (which is plain text) for pipeline/versioning reasons
3) since it currently only concerns itself with nes hardware, assets like maps are already ”close to the metal” - meaning you only need a minimum of glue code (often none at all) to transfer it to a real nes project.
that also makes it primed to sork well with other 6502, 65816, z80 targetd
that also makes it primed to sork well with other 6502, 65816, z80 targetd
August 11, 2025 at 6:24 PM
3) since it currently only concerns itself with nes hardware, assets like maps are already ”close to the metal” - meaning you only need a minimum of glue code (often none at all) to transfer it to a real nes project.
that also makes it primed to sork well with other 6502, 65816, z80 targetd
that also makes it primed to sork well with other 6502, 65816, z80 targetd
2) nexxt emulated the NES PPU’s rendering rules in-edit. That both lets you leverage its unique capabilities better and more intuively, as well as makes sure your assets are actually error free and hardware displayable
August 11, 2025 at 6:21 PM
2) nexxt emulated the NES PPU’s rendering rules in-edit. That both lets you leverage its unique capabilities better and more intuively, as well as makes sure your assets are actually error free and hardware displayable
well, tiled is the most able general purpose level editor around, but it’s also *just* a level editor.
1) nexxt does the whole shebang: you design tiles, scenes, create and manage subpalettes, sprite objects; all in tandem. if you edit a pixel you see the effect of it realtime on your map.
1) nexxt does the whole shebang: you design tiles, scenes, create and manage subpalettes, sprite objects; all in tandem. if you edit a pixel you see the effect of it realtime on your map.
August 11, 2025 at 6:19 PM
well, tiled is the most able general purpose level editor around, but it’s also *just* a level editor.
1) nexxt does the whole shebang: you design tiles, scenes, create and manage subpalettes, sprite objects; all in tandem. if you edit a pixel you see the effect of it realtime on your map.
1) nexxt does the whole shebang: you design tiles, scenes, create and manage subpalettes, sprite objects; all in tandem. if you edit a pixel you see the effect of it realtime on your map.
yeah likeness to both gb color’s PPU and TMS9918 (colecovision, msx, sega sg-1000 etc) is almost a draw in terms of convenience.
beyond that, i’m awaiting more answers before i weigh in
beyond that, i’m awaiting more answers before i weigh in
August 11, 2025 at 6:01 PM
yeah likeness to both gb color’s PPU and TMS9918 (colecovision, msx, sega sg-1000 etc) is almost a draw in terms of convenience.
beyond that, i’m awaiting more answers before i weigh in
beyond that, i’m awaiting more answers before i weigh in
My own graphics tool is planned to receive both a ”player animation vs scrolling speed planner”, and hopefully include gb support eventually, so it’ll be interesting to tweak & see if there are sweet spots.
As for mixed quality, i guess the GB scene is both ”young” & has grown explosively lately?
As for mixed quality, i guess the GB scene is both ”young” & has grown explosively lately?
August 11, 2025 at 12:31 PM
My own graphics tool is planned to receive both a ”player animation vs scrolling speed planner”, and hopefully include gb support eventually, so it’ll be interesting to tweak & see if there are sweet spots.
As for mixed quality, i guess the GB scene is both ”young” & has grown explosively lately?
As for mixed quality, i guess the GB scene is both ”young” & has grown explosively lately?
those are some interesting remarks to me.
From a technical standpoint, getting scroll rates ’just right’ seems more challenging than on, say, the NES. A thing to avoid are rates of x.5, which cause the max amount of stutter. But an integer may be too much or too little for the limited resolution
From a technical standpoint, getting scroll rates ’just right’ seems more challenging than on, say, the NES. A thing to avoid are rates of x.5, which cause the max amount of stutter. But an integer may be too much or too little for the limited resolution
August 11, 2025 at 12:27 PM
those are some interesting remarks to me.
From a technical standpoint, getting scroll rates ’just right’ seems more challenging than on, say, the NES. A thing to avoid are rates of x.5, which cause the max amount of stutter. But an integer may be too much or too little for the limited resolution
From a technical standpoint, getting scroll rates ’just right’ seems more challenging than on, say, the NES. A thing to avoid are rates of x.5, which cause the max amount of stutter. But an integer may be too much or too little for the limited resolution
i think the way your concept art comes through on the NES/FC is unparalleled in the homebrew scene. Well done!
August 11, 2025 at 10:14 AM
i think the way your concept art comes through on the NES/FC is unparalleled in the homebrew scene. Well done!
right! there’s probably a range of ’healthy’ growth per year, and if it gets real explosively growing, parts of the community might be loose-knit for a while? if that makes sense.
GB seems to have gone from 0-100 in a matter of just a few years
GB seems to have gone from 0-100 in a matter of just a few years
August 11, 2025 at 8:09 AM
right! there’s probably a range of ’healthy’ growth per year, and if it gets real explosively growing, parts of the community might be loose-knit for a while? if that makes sense.
GB seems to have gone from 0-100 in a matter of just a few years
GB seems to have gone from 0-100 in a matter of just a few years
that’s pretty much where i think i am too. there’s still lots of uncharted territories, but at the same time scenes are growing and tools are on the whole incremenrally getting better.
August 11, 2025 at 7:29 AM
that’s pretty much where i think i am too. there’s still lots of uncharted territories, but at the same time scenes are growing and tools are on the whole incremenrally getting better.
Reposted by FrankenGraphics
my view is that everyone should learn to make them by joining the retro game jam in oulu, finland later this year itch.io/jam/retro-ga...
Retro Game Jam 2025
A game jam from 2025-10-24 to 2025-10-26 hosted by Zhamul & borbware. Retro Game Jam 2025 @ Oulu (Hietalinna, SPR:n leirikeskus, Vaaskiventie 10, Oulu, Finland) 24.-26.10.2025 Sponsored by The Finnish...
itch.io
August 10, 2025 at 6:54 PM
my view is that everyone should learn to make them by joining the retro game jam in oulu, finland later this year itch.io/jam/retro-ga...
ooh, nice! i went ahead and posted this over on the NESdev discord.
August 11, 2025 at 7:15 AM
ooh, nice! i went ahead and posted this over on the NESdev discord.