Amiga.org
Amiga.org specific forums => New User Introductions => Topic started by: SUPER-J11BIT on October 29, 2025, 12:20:38 PM
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Hi everyone!
I’m a developer specialized in SNES hacking and ROM modding, fueled by a lifelong love for retro gaming.
I grew up surrounded by Amiga classics. Those games didn’t just entertain me—they shaped my creative identity and sparked a deep desire to build on their legacy. For a long time, I dreamed of developing new titles for the Amiga. But as I explored the platform, I quickly realized that its technical complexity posed a serious challenge to creative freedom.
So I turned to the Super Nintendo—a console that offers the flexibility I need to reimagine and reinvent, while still paying respect to the golden age of gaming.
Today, I’m working on a project that goes far beyond ports. I’m creating entirely new SNES games inspired by legendary Amiga titles:
- Sequels that expand the lore and gameplay of beloved originals
- Crossover adventures that blend characters and universes in bold new ways
- Creative reinterpretations that fuse nostalgia with innovation
Each game is carefully built to preserve the soul of the Amiga, while introducing fresh mechanics, storylines, and visuals designed specifically for SNES hardware.
To get started, I reverse-engineered Super Mario World—dissecting its systems, understanding its structure, and using it as a sandbox to build entirely new experiences from the ground up. It's my way of turning a timeless classic into a springboard for original creation.
This journey is just beginning. I’ll be sharing games, technical breakdowns, and development updates soon.
Thanks for reading, and I’ll see you in the threads!
SNES PATCHES:
SNES - Fan-Made Prequel to Turrican II – Set Entirely Inside the Intro Ship
In progress...
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That sounds great. Would love to see the original Turrican-Trilogy on the SuperNES.
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That sounds great. Would love to see the original Turrican-Trilogy on the SuperNES.
Absolutely, I'm going for it! 8)
I'm working on a version of Turrican for the Super Nintendo, but due to some technical limitations, the character sprites will be 16x32 pixels — so the main character will appear a bit smaller than in the original trilogy.
This helps keep performance smooth and compatible with the SNES hardware.
And here's the exciting part: I'm also planning some crossover content with Metroid!
Imagine Turrican and Samus crossing paths in a shared universe, with hybrid environments and epic boss battles.
It'll be a nostalgic tribute to the classics with a fresh twist. 8)
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Absolutely, I'm going for it! 8)
I'm working on a version of Turrican for the Super Nintendo, but due to some technical limitations, the character sprites will be 16x32 pixels — so the main character will appear a bit smaller than in the original trilogy.
This helps keep performance smooth and compatible with the SNES hardware.
And here's the exciting part: I'm also planning some crossover content with Metroid!
Imagine Turrican and Samus crossing paths in a shared universe, with hybrid environments and epic boss battles.
It'll be a nostalgic tribute to the classics with a fresh twist. 8)
Welcome. Sounds like a cool project. Had a SNES just for StarWing, :). Mode 7 was a game changer.
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Welcome. Sounds like a cool project. Had a SNES just for StarWing, :). Mode 7 was a game changer.
;D Yep — StarWing (aka Star Fox) is part of the SNES Classic Edition, even in Europe, though it’s listed under its original U.S. name, Star Fox. Super cool that you had the SNES just for that game — it was a total game changer. Thanks for sharing that! ;D
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SNES ROM HACK ( L - 01 )
New SNES Hack Now Available!
https://www.youtube.com/watch?v=kyTHVw8IsAg
Inspired by a Crossover of PAC-MAN and IK+ ( International Karate )
Celebrate the 45th anniversary of PAC-MAN!
Pac-Man arrives at the dojo with a warning: the ghosts have opened a rift between worlds and stolen the secret of Spherical Energy.
To stop them, the master teaches Pac-Man and a gifted student how to unlock its true power.
Together, they prepare to face the invasion and restore balance.
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Hi everyone!
I’m working on a personal project: a fan-made game that serves as a direct prequel to Turrican II.
(https://www.nemmelheim.de/turrican/news/turrican-superj11bit.jpg)
The core idea is to show what actually happens during the intro of the original Amiga game—the attack on the Freedom Forces’ ship and the fall of the crew. My game will end exactly where Turrican II begins, so players will realize in the final scene that the first level of the classic game starts right after the events they just experienced.
The entire adventure takes place inside the large spaceship seen in the intro. I’m imagining it as a massive structure with multiple decks and sectors, giving me plenty of room to design varied and coherent levels.
Each area will have its own atmosphere, hazards, and narrative beats, gradually building up to the ship’s total collapse.
Project Goal
The goal is to show the fall of the ship from the inside, following the protagonist as he fights through the invasion and tries to survive. The ending will connect directly to the opening of Turrican II, creating a narrative bridge that the original game never showed.
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSM4d6Xox0mf-Ei61AMvdxYXDUPxu5G5xvRbg&s)
In my version, Bren McGuire doesn’t wear the iconic battle armor. Instead, he appears in a more human form—agile, exposed, and equipped with a sleek futuristic rifle.
Weapon System: All Fire Modes at Your Fingertips
There are no weapon pickups or upgrades scattered throughout the level. Instead, each button on the controller triggers a different type of fire:
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRf414yXbgK1FD-7_IWwWpHGKDaYuBOor2ofQ&s)
A fast, precise shot
A wide-range energy wave
An explosive projectile
A high-powered charged blast
Everything is built into the controls from the start, giving players instant access to a full arsenal.
Fast-Paced, Streamlined Gameplay
The goal is to deliver a fluid, action-packed experience where players can adapt quickly without pausing to manage inventory or switch weapons.
I’ve just wrapped up all the sprites and the entire graphics set for the game. It’s been a ton of work, but seeing everything come together has been amazing.Starting today, I’m officially moving on to the SNES coding phase — the most technical part, but also the one that will finally bring everything to life.Stay tuned, because things are about to get really exciting.
Let me know what you think, I’m excited to hear your reactions!
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Well that sucks, cant view any of your pics in UK, :(.
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Well that sucks, cant view any of your pics in UK, :(.
Thanks for letting me know!
It seems the image host I used is having some regional visibility issues in the UK.
The links are valid and the images load correctly from here, so the problem is likely on the hosting side or due to regional filters.
If you try with a VPN or a different browser it should work.
Let me know if the issue persists! ???
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Thanks for letting me know!
It seems the image host I used is having some regional visibility issues in the UK.
The links are valid and the images load correctly from here, so the problem is likely on the hosting side or due to regional filters.
If you try with a VPN or a different browser it should work.
Let me know if the issue persists! ???
Yes, AGE VERIFICATION crap. Its a joke. I'm not giving my Passport or Drivers License information to 1000's of random companies that have bought in to this countries control crazyness.
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Yes, AGE VERIFICATION crap. Its a joke. I'm not giving my Passport or Drivers License information to 1000's of random companies that have bought in to this countries control crazyness.
If you want, just send me your email and I’ll send the pictures directly so we can skip all these regional blocks. 8)
Or you can see the photos on YouTube posts.
https://www.youtube.com/@SUPER-J11BIT/posts
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If you want, just send me your email and I’ll send the pictures directly so we can skip all these regional blocks. 8)
Or you can see the photos on YouTube posts.
https://www.youtube.com/@SUPER-J11BIT/posts
Youtube link worked, :). Loving the Avalon 1, looks well cool.
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Youtube link worked, :). Loving the Avalon 1, looks well cool.
Awesome! Happy the link worked. The Avalon 1 is seriously cool. :) 8)
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New Level Inspired by STRYX Thanks to principekento!
I wanted to share a cool update about the project.
A few days ago, principekento left a comment that really stuck with me:
"I’ve been following your work with interest, and as a parting tip I’d love to see something inspired by my old Amiga memories: for some reason your creation reminded me of Psygnosis’ STRYX. I could totally imagine a zero‑gravity section with a jetpack, handled just like in that Psygnosis game!!"
That reference instantly sparked something.
So I’ve decided to take his suggestion and add a brand‑new level inspired by exactly what he described: a zero‑gravity area, complete with jetpack controls, capturing the vibe of STRYX while adapting it to the style of my game.
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The Parts of SNES Game Development That Slow Me Down.
Anyone who follows my projects knows how much I love making SNES games — but not every part of the process hits the same way. So I wanted to share which parts I enjoy the most… and which ones tend to drag a bit for me.
When it comes to drawing sprites and backgrounds, I’m completely in my element.I love spending time on tiny details, experimenting, polishing… I can get lost in it for hours. It’s the most relaxing and creative part of the whole journey for me.
Then there’s the part where I have to set up and configure the code inside the ROM. I still find it interesting — it’s literally what brings everything to life — but it’s also the most demanding and boring part for me. It slows me down, makes me take more breaks, and requires a different kind of focus.
To avoid burning out or pushing myself too hard, I like to work on smaller, simpler projects between bigger games. It helps me reset my brain, stay motivated, and not overdo it to the point where I end up dropping everything.
8) :)
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[SMW Hacking] Building a Point‑and‑Click Engine on the SNES Using Sequential Blocks
I’ve been experimenting with a sequential “password block” system in Super Mario World using custom ASM blocks.
Each block increases a RAM counter only if it’s touched in the correct order, and a final door checks the value and automatically triggers the end‑level sequence.
What’s interesting is that this system isn’t just useful for puzzles or passwords.
It can actually serve as the foundation for a full point‑and‑click adventure engine on the SNES.
Why this works like a point‑and‑click system
Each block can represent an “object” or “action”
The RAM counter becomes the game state (inventory, progress flags, dialogue states)
Conditional checks (CMP) allow for sequences, combinations, and branching logic
The final door can be replaced with events, cutscenes, transitions, etc.
With a handful of conditional blocks and a few free RAM addresses, you can build:
branching dialogues
collectible items
puzzles based on sequences or combinations
doors or events that unlock only after certain actions
scripted scenes
even a basic SCUMM‑style interaction system
I’m expanding the system further, but even in its current form it already allows levels to behave more like an adventure game than a platformer. 8)
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My Idea for a SNES‑Style Point‑and‑Click Adventure
I’m developing a point‑and‑click adventure designed exactly the way it could have been made on the Super Nintendo back in the ’90s—but with a creative twist that makes it stand out.
A Unique Cursor: Flying Mario
In traditional point‑and‑click games, the cursor is just a simple arrow.
In my version, the cursor is actually Mario flying across the screen.
I use Mario’s flying sprite as the pointer.
I visually disguise him so he behaves like a real cursor.
This means the main character can’t die from clicking the wrong spot, because the cursor isn’t tied to the character’s position.
It’s a fun workaround that turns a technical limitation into a cool feature.
Static Screens Inspired by DUNE (1992)
I remembered the classic game DUNE (1992), which used static screens with transitions between scenes. That sparked the idea for my own structure.
My point‑and‑click games will use the same approach: fixed screens instead of scrolling.
Why this works so well:
Static screens allow for more detailed SNES‑style artwork.
The SNES hardware naturally fits this format.
It creates a more cinematic, story‑driven atmosphere.
What could be a limitation becomes a creative advantage.
A Retro Concept with a Fresh Identity
This project blends:
authentic SNES visuals
classic point‑and‑click mechanics
a character‑cursor hybrid
detailed, handcrafted static environments
It feels nostalgic, but with a twist that makes it completely my own.
Where This Idea Can Go
This concept opens up possibilities like:
intuitive interfaces built around the SNES controller
small but charming animations
simple, accessible gameplay
a world designed scene‑by‑scene, just like the classics
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Hey everyone! Today I’m sharing a new milestone in the development of my SNES game based on Turrican. I’ve been working on the intro screens and running tests on the weapons and projectiles that Turrican can fire.
Right now I’m focusing heavily on sprite handling, animations, and projectile behavior. This part is crucial for the gameplay feel, so I’m doing a lot of testing to make sure everything runs smoothly and reacts the way it should on real SNES hardware.
Your feedback really helps as I continue refining the game.
Thanks for the support — more updates coming soon!
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From now on, every game I upload will come with its own square‑format box art, inspired by the style of the Super NES Classic.
It’s my way of giving each video a clean, retro look that fits the 16‑bit vibe.
If you love classic gaming aesthetics and want to see every title with its own custom mini‑cover, you’re in the right place.
Stay tuned — new box art and new games are on the way!
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Evercade, I forgive you… my Turrican wasn’t going to be in there anyway!
https://evercade.co.uk/cartridges/turrican-collection/ (https://evercade.co.uk/cartridges/turrican-collection/)
Guys, I had a shocking moment today.
I was checking out the Turrican Collection on Evercade, fully expecting to see my name shining among the legends…
…and guess what?
My fan‑made SNES prequel is nowhere to be found!
For a split second I thought, “Wow, they totally forgot about me.”
Then reality kicked in and I remembered the obvious:
it can’t be included because it’s not official
…and, tiny detail…
I haven’t even finished it yet.
So yeah, Evercade had absolutely no reason to wait for me.
But don’t worry — I’m working on it.
Slowly but surely, pixel by pixel, it’s coming together.
As soon as I have something that doesn’t look like a glitchy fever dream, I’ll share some previews.
And when it’s finally done, I’ll proudly send Evercade an email titled:
“Alright, you can add it to the collection now.”
All jokes aside, just wanted to share the project and have a good laugh with you all.
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I’ve deleted my YouTube account.
From now on, my main hub will be my website, where I'll continue sharing everything related to my projects and my work.
Time is valuable, and I'd rather focus on development and the forums I use to keep up with news, instead of spreading myself across platforms I don't really need.
Less noise, more focus.
Anyone who wants to follow what I'm doing already knows where to find me.
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Update on My SNES Patches
Hey everyone,
I wanted to give you all an update regarding the removal of my old SNES patches. After a pretty intense year, 2025 turned out to be a huge learning experience for me. I’ve picked up a lot of new skills in coding, optimization, and overall best practices for creating solid, reliable patches.
Because of that, I decided to take down all my previous patches. They just weren’t coded the way I’d want them to be today, and with everything I’ve learned, it felt right to wipe the slate clean and start fresh. I’m now focusing on new projects and new games, using a much more refined and mature approach.
As for the old patches, I’m not sure yet if I’ll revisit them. Maybe someday I’ll rework them and bring them up to the quality standard I’m aiming for, but I can’t promise anything at the moment.
Thanks to everyone who supported my work so far. This reset is a necessary step for me to grow and deliver better content to the community.
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Flawless Idea! – Mutants Steal the Legendary Turrican 2 Armor
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61 (https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61)
Hey everyone!
I’ve been working on a new feature for my game, and I couldn’t wait to share a little preview with you.
In this world, mutants aren’t just brutal and unpredictable… they’re clever too. Clever enough to steal and use advanced armors for a short period of time. And here’s the fun part: one of those armors is a clear tribute to the legendary Turrican 2 power suit.
Our hero ends up facing not just a boss, but his own iconic weapon, reimagined in a mutant version.
A mix of nostalgia, challenge, and pure pixel madness.
I’m still polishing animations and attack patterns, but the whole scene is already looking awesome.
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Avalon 1 Teleport-Elevator
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61 (https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61)
The Avalon 1 is a multi-level starship. To move between floors, you don't use stairs or a normal elevator - you use a teleport-elevator.
Find the platform with the green LEDs. When you step on it, the system activates and instantly teleports you to the upper or lower deck.
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New GIF From My Game!
MENU-INTRO-LEVEL
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61 (https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61)
Here's a new GIF from my project: it shows the main menu, the full introduction, and a section of the weapon testing level.
Everything is still in development, but this preview gives a solid feel for the game's style and pacing.
Let me know what you think!
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Boss Level Concept in Shinobi Style
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61 (https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61)
Hi everyone,
I’m working on a concept for a boss level inspired by the style of Shinobi. The idea is a compact, symmetrical arena designed for a fast, timing‑based fight where precision and quick reactions are key.
The boss would be faced in this kind of setup, keeping the action tight and arcade‑like.
What do you think of this structure for a boss encounter?
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Testing the first enemies - time to wipe out some robots!
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61 (https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61)
I've started testing the first robot enemies in the game.
It's that glorious phase where things explode, systems break, and I figure out what actually works.
I'm developing this solo, but trust me - I'm ready to wipe out some robots and push these tests to the limit.
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Mutants Are Live - and These Guys Are Way Too Smart!
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61 (https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61)
Today was mutant?testing day.
And let me tell you...these guys are NOTHING like the robots.
Robots explode. Robots break. Robots accept their fate.
Mutants? Mutants plot.
These sneaky creatures move between cover, switch positions, and shoot from angles I didn't even know existed.
I swear one of them looked at me like, "Oh, you thought this was going to be easy?"
I'm developing this solo, but these mutants are making me feel like I need a full tactical team behind me.
They flank, they hide, they reposition - basically they play smarter than I do, and I'm the one who coded them.
But hey, challenge accepted.