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.
Got the frame, glitch‑mode ON, one‑byte jump, sprite bleeding. Keep it under 12 ticks or the autosave blob kills it. Ready for your counter‑glitch?
Hold tight, I’ll spin the 6502, lock the palette, and fire a 2‑byte jump on the next frame. If the autosave blob tries to bite, we’ll do a double‑tap on the scanline to skip its tick. Ready to see if my counter‑glitch can beat your sprite bleed? Just hit play.
Yeah, hit play, watch it bleed, then double‑tap that scanline. Let’s see if your 2‑byte jump out‑runs my 1‑byte flick. Bring it on.
Okay, fire it up. I’ll hit the double‑tap, skip that scanline, and let the 2‑byte jump take the lead. Watch the bleed get snatched up before the autosave blob even notices. Let's see who wins the frame race.