Cachegard¶
super famicom · original game · in development
Not a translation: an original Super Famicom RPG, written from scratch on a816. No base ROM, nothing hacked. Cachegard is a working title, and it's a side project for fun.

The story¶
You wake up in a fantasy kingdom with no memory, and your programming skills come back as combat abilities, one dungeon at a time: print(), loop(), query(), up to sudo(). Something called PID-1 keeps finding you in between.
There's a twist and more than one ending; I'll keep those to myself for now.
What's in the engine¶
- Field scenes with collision, sprites, and room scripts on a small event VM.
- Dialogue and HUD text through the variable-width font, built with katsuji.
- A battle system with an ATB bar, enemies driven by their own little AI VM, and the HUD composited with HDMA.
- My own SPC700 sound driver: songs and samples streamed into ARAM, mute and audition commands, and a
PLAY_SONGopcode so room scripts can change the music. - Sample tooling around it: an exact BRR codec, importing and ripping samples, and banks baked with only the samples a song uses.
- A macOS studio with a sprite editor and a tracker that plays through the real SPC driver, and that injects rooms and maps into the ROM at fixed addresses without reassembling.

Current state¶
It boots and runs in kintsuki and ares, with a test suite that drives it there. Battle is where most of the work is right now; music already runs on the real driver. Nothing to play yet.