Compo Help / Rules
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at compo start!
read the FAQ, compo rules and stay tuned to our social media.
use twitter or our contact form!
at compo start!
Almost all participants prefer to work alone, but if you have a team who wants to join together, it is ok too!
The game content (art, music, ..) must be created in the compo. During this week we will ask you for a screenshot. It is not mandatory.
You are free to start the compo with any base-code that you have been created also before the compo. But at the end, you must share all your work. btw public libraries or engines still allowed.
It may have bugs/glitches, but it should be playable. “Menu Screen/Start Screen”, the game it self and the “GameOver” screen are mandatory.
Best theme exploitation, best hardware use and more enjoyable. You can not vote your entry :P.
Your entry in bitbitJAM is your property, but you must remember that we will post all the source code that you send us. If you do not want share some code do not use it in the JAM.
An entry would be: the game in emulator format (ex. sna/tap/tzx spectrum), nfo text (game and some in dev thoughts are welcomed) in a ZIP File. Upload it with some screenshots to gamejolt site and use the compo hashtag. After deadline, please don’t update your game in a week.
Source code (with any info need it to compile) in another zip file of your entry.
Be sure to give yourself enough time to upload your game before the deadline!
enjoy bbj!!
Qualified 8/16bits computers & consoles. Only retail hardware with no extras that not were in the original hardware.
Computer examples would be: ZX Spectrum, MSX, XT-286 (EGA), CPC, BBC Micro, Apple II, A500…
Console examples would be: SNES (no extra chips), Genesis, SMS, GB/C, NES, Turbografx, GX4000, VCS, 7800.
Exceptions: NES/GB – any mapper supported by krikzz flash cards are allowed, see next section.
C=64
Simple and quick tutorial: https://www.youtube.com/watch?v=5g31K84oVZk
cc65 compiler and Vice are a good start. Transfer info: http://codebase64.org/doku.php?id=links:start
https://en.wikipedia.org/wiki/Shoot-%27Em-Up_Construction_Kit
Amstrad CPC
CPCtelera is an integrated development framework for creating Amstrad CPC games and content.
https://github.com/lronaldo/cpctelera
8BP a library that expands BASIC with print sprites at full speed, or move banks screen stars, … upgrade your BASIC code with amazing functions that helps to made better games and it takes only 6KB.
https://github.com/jjaranda13/8BP
ZX Spectrum
La Churrera is a framework composed by a modular engine coded in C and a set of tools to make games for the ZX Spectrum. La Churrera needs z88dk to compile and uses the splib2 game library by Alvin Albrecht.
http://www.mojontwins.com/juegos_mojonos/la-churrera-english/
XT/i286 + EGA
PC Game Programmer’s Encyclopedia: http://bespin.org/~qz/pc-gpe/
NES
pyNES: http://gutomaia.net/pyNES/ (python)
nesDev Info (C/ASM): http://wiki.nesdev.com/w/index.php/Nesdev
a GREAT NES Tutorial: https://nesdoug.com/
Game Boy
ZGB is a little engine for creating great games for the original Game Boy!
Use gbdk and allows your game gets 4-directional scroll, bigger maps, transparent sprites, fonts, music, sound effects and many more!
other C tutorials
Forums
GBDK Linux/64bits: https://www.dropbox.com/s/gnrqkbydyxqasm0/gbdk-linux-kit64_1.0.tar.bz2?dl=0
Genesis / Megadrive
SGDK Tutorial in Spanish: http://www.elotrolado.net/hilo_tutorial-programacion-megadrive-sgdk_1795400
SGDK Tutorial by Stephane: https://github.com/Stephane-D/SGDK/wiki/Tuto-Intro
Super Nintendo / Super Famicom
PVSnesLib is a library to develop programs for Nintendo SNES in C langage. It contains snes-sdk compiler / linker and a library (sources included) which offer facilities to use backgrounds / sprites / pads / music & sound on SNES system.
examples/tutorials: http://www.portabledev.com/wiki/
your dev info is very welcomed, please use our twitter account @bitbitJAM to share them!