Earlier this week, I decided to see if I could do something interesting with only 256 bytes of ROM ($FF00-FFFF). I managed to make a working implementation of the classic "Kefrens bars" effect (or "Alcatraz bars", if you're a history pedant) that fits entirely into 249 bytes (plus two more for the reset vector) and appears to work perfectly on a real SNES
Here's the ROM, and here's a considerably larger GIF of it in action.
(Bonus Pouet page, also)
I'll probably post slightly cleaned up/annotated source code later.
Has anyone else ever attempted to make anything impractically tiny on the SNES before? It definitely feels like a challenge even by the usual standards of "sizecoding", just because the amount of space it takes just to properly initialize enough of the hardware - especially compared to MS-DOS, the usual target, where it you can make a lot of assumptions and end up with working, interesting programs in 32 bytes or less.
I think there are probably some pretty interesting possibilities for sub-1kb programs on the SNES, though. I may try to experiment more in the future.
Here's the ROM, and here's a considerably larger GIF of it in action.
(Bonus Pouet page, also)
I'll probably post slightly cleaned up/annotated source code later.
Has anyone else ever attempted to make anything impractically tiny on the SNES before? It definitely feels like a challenge even by the usual standards of "sizecoding", just because the amount of space it takes just to properly initialize enough of the hardware - especially compared to MS-DOS, the usual target, where it you can make a lot of assumptions and end up with working, interesting programs in 32 bytes or less.
I think there are probably some pretty interesting possibilities for sub-1kb programs on the SNES, though. I may try to experiment more in the future.