This is a sequel to Nova the Squirrel 1 which came out on the NES. The sequel targets the SNES instead, and intends on making use of the SNES's features and graphics.
The game also intends to be more polished and refined than the first one. Here's some of the plans:
- Lots more animation than the first game had
- More copy abilities (currently planning to have 16 of them)
- Very prominent story emphasis, and lots of characters to meet and talk to
- Enemies now have health and attacks do varying amounts of damage
- Levels are now 256x32 or 32x256 (or potentially other sizes?) instead of exclusively 256x15
- Levels can have a second foreground layer that can move independently from the first
- Mode 7 perspective levels starring a mouse named Maffi, inspired by Jumping Flash!
Some parts based on LoROM template.
Mode 7 perspective code based on Dizworld, by rainwarrior.
The corresponding level editor is Princess Edit 2.
Forum threads with news:
- https://forums.nesdev.org/viewtopic.php?t=19067
- https://www.videogamesage.com/forums/topic/822-nova-the-squirrel-2-wip/
You'll need the following:
With that in place, just enter make
On Windows I suggest using msys2 to provide Make and Coreutils. You may be able to use WSL instead if you prefer.
nrom-template has a guide for building on Windows and Linux that will also work for this game, though you will still need to get lz4
.
All game and tool code is available under GPL version 3.
This project uses a modified version of SNESGSS which appears to be licensed under Apache License 2.0. These modifications and the new exporter are licensed under the same.
This project also uses LZ4 and SPC700 loading code from libSFX which is under the MIT license.
The following may not be used in other projects without permission:
- Character designs
- PNG files (and files generated from them) except for the
palettes
directory and fonts - TMX files (and files generated from them)
- Levels (
levels
andm7levels
directories) - Story (
dialog.txt
)
See snes-platformer-example for an example that replaces all assets with free ones, uses a permissive license for the code, and removes complexity specific to this game.