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Author Topic: Reviving the Amiga Legacy—on SNES  (Read 111656 times)

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Offline F0LLETT

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Re: Reviving the Amiga Legacy—on SNES
« Reply #14 on: January 08, 2026, 01:22:32 PM »
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.
« Last Edit: January 08, 2026, 01:23:30 PM by F0LLETT »
Quote from: Hungry Horace
Resolute and Industrious Grand ruler of the yellow people and the Ultimate Amiga Empire
Ultimate Amiga Network (Home of SONY PSP Amiga Emulator and AMOS Factory)

Quote from:  He who shall not be named
"Chris is that you!!!"
My all time favorite quote.
 

Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #15 on: January 08, 2026, 01:42:39 PM »
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
« Last Edit: January 08, 2026, 01:47:02 PM by SUPER-J11BIT »
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Offline F0LLETT

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Re: Reviving the Amiga Legacy—on SNES
« Reply #16 on: January 08, 2026, 03:27:09 PM »
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.
Quote from: Hungry Horace
Resolute and Industrious Grand ruler of the yellow people and the Ultimate Amiga Empire
Ultimate Amiga Network (Home of SONY PSP Amiga Emulator and AMOS Factory)

Quote from:  He who shall not be named
"Chris is that you!!!"
My all time favorite quote.
 

Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #17 on: January 08, 2026, 04:09:13 PM »
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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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #18 on: January 08, 2026, 05:32:37 PM »
Delete
« Last Edit: March 06, 2026, 04:26:51 PM by SUPER-J11BIT »
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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #19 on: January 09, 2026, 04:52:41 PM »
Delete
« Last Edit: March 06, 2026, 04:26:57 PM by SUPER-J11BIT »
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Re: Reviving the Amiga Legacy—on SNES
« Reply #20 on: January 10, 2026, 02:57:14 PM »
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« Last Edit: March 06, 2026, 04:27:04 PM by SUPER-J11BIT »
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Re: Reviving the Amiga Legacy—on SNES
« Reply #21 on: January 13, 2026, 10:41:00 AM »
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« Last Edit: March 06, 2026, 04:27:13 PM by SUPER-J11BIT »
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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #22 on: January 14, 2026, 05:50:00 PM »
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« Last Edit: March 06, 2026, 04:27:28 PM by SUPER-J11BIT »
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Re: Reviving the Amiga Legacy—on SNES
« Reply #23 on: January 23, 2026, 09:32:22 AM »
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« Last Edit: March 06, 2026, 04:27:35 PM by SUPER-J11BIT »
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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #24 on: January 28, 2026, 04:10:33 PM »
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.
« Last Edit: March 06, 2026, 04:27:45 PM by SUPER-J11BIT »
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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #25 on: February 01, 2026, 07:13:06 PM »
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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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #26 on: February 03, 2026, 11:35:02 AM »
[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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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #27 on: February 06, 2026, 07:24:39 PM »
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
Relive the past. Imagine the future.
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Offline SUPER-J11BITTopic starter

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Re: Reviving the Amiga Legacy—on SNES
« Reply #28 on: February 08, 2026, 02:25:01 PM »
Delete
« Last Edit: March 06, 2026, 04:28:12 PM by SUPER-J11BIT »
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Re: Reviving the Amiga Legacy—on SNES
« Reply #29 from previous page: February 11, 2026, 05:46:06 PM »
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!
« Last Edit: March 03, 2026, 12:17:23 PM by SUPER-J11BIT »
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