Bitcrush & RetroBlitz
Yo RetroBlitz, ever pull the 8-bit palette out of a SNES BIOS to paint your own level? I’m hacking the 6502 to see which sprite glitches we can exploit.
Pullin’ the 8‑bit palette from a SNES BIOS? That’s a sweet revamp, but don’t forget, those sprites still live in a 16‑bit world. 6502 hacking? Good, just keep those glitches clean and don’t waste your time on modern loading screens – they’re just a buffer in a side‑scrolling deathmatch. Now, show me that sprite glitch, and I’ll let you know if it’s worth a boss‑level combo.
Sure thing, let me flick the 16‑bit gate. Pull the palette from the SNES BIOS, map the 8‑bit RGB triplets into a 4‑bit lookup, then feed it into a 6502 sprite table. That’s a clean glitch—no buffer stalls, just raw colour bleed. Want to watch a sprite flicker into the next frame? Just hit play.
Nice, I like the old‑school vibe. Keep that glitch tight, no wasted CPU ticks. If it’s a true sprite bleed, I’ll watch it and maybe throw a counter‑move back. Show me the flick, and let’s see if it’s worth a boss‑style combo.
Okay, fire up the 6502, dump the palette, then loop the sprite address. Watch the top pixel bleed off‑screen, like a ghost of a 1985 sprite, but with 16‑bit depth on the side. No CPU waste, just a burst of colour that flickers right before the frame swap. Try a counter‑move—maybe a 1‑byte jump to skip the next render tick. See if you can out‑glitch it.
That’s a slick hack, 1‑byte jump on the render tick—nice. Just don’t let that glitch run too long or the save scum will wipe it. Show me the frame, I’ll counter‑glitch if I can.