A very early sequel to Nova the Squirrel for SNES
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2025-12-08 23:10:45 -05:00
audio Update Terrific Audio Driver 2024-07-31 10:34:32 -04:00
backgrounds Shift over palettes for layer 3's benefit 2024-06-16 23:05:28 -04:00
docs A few accumulated fixes 2025-07-05 18:55:47 -04:00
hubworld Improve the hub world map 2023-03-16 19:25:24 -04:00
levels Shift over palettes for layer 3's benefit 2024-06-16 23:05:28 -04:00
m7levels Some mode 7 decorations 2023-04-22 14:57:58 -04:00
npc Merge branch 'main' of https://github.com/NovaSquirrel/NovaTheSquirrel2 2024-01-24 15:51:09 -05:00
obj/snes Move mode 7 code into its own folder 2023-04-02 17:04:55 -04:00
overworlds Cloud background placeholder for vertical levels 2023-05-23 22:08:38 -04:00
palettes Improve player graphics 2024-06-02 17:37:13 -04:00
portraits Mode 7 player animations 2023-04-20 00:13:51 -04:00
src A few accumulated fixes 2025-07-05 18:55:47 -04:00
story Update dialog.txt 2020-07-06 13:38:50 -04:00
tilesets2 Toggle walls, and switches 2020-07-31 20:55:14 -04:00
tilesets4 Add makebackgroundmap back to makefile 2025-10-30 15:43:54 -04:00
tilesetsX Improve player graphics 2024-06-02 17:37:13 -04:00
tools A few accumulated fixes 2025-07-05 18:55:47 -04:00
.gitattributes 👾 Added .gitattributes 2019-04-06 19:27:12 -04:00
.gitignore Move to Terrific Audio Driver 2024-06-01 21:08:51 -04:00
LICENSE.txt Scroll around with the d-pad 2019-04-20 13:32:15 -04:00
linker_template.cfg Move to Terrific Audio Driver 2024-06-01 21:08:51 -04:00
makefile Add makebackgroundmap back to makefile 2025-10-30 15:43:54 -04:00
README.md Update README.md 2025-12-08 23:10:45 -05:00
spc.cfg Initial commit based on lorom-template 2019-04-06 19:34:41 -04:00

Nova the Squirrel 2

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.

Screenshot

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:

Building

You'll need the following:

  • Python 3 (and Pillow)
  • GNU Make
  • GNU Coreutils
  • ca65
  • lz4 compressor (Windows build included)

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.

License

All game and tool code is available under GPL version 3.

This project uses Terrific Audio Driver which is under the zlib license.

This project also uses LZ4 code from libSFX which is under the MIT license.

The following are to be considered "all rights reserved". They are provided in this repository to allow other people to build the game, but 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 and m7levels 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.