God I love the big slew of notes that happens in this. Much more exciting if you put it slow like 8.20 :cume:

10/31/2026, 1 engagement
I post NSFW stuff here and there, minor dni, you WILL be blocked
God I love the big slew of notes that happens in this. Much more exciting if you put it slow like 8.20 :cume:

10/31/2026, 1 engagement
Bang Dream! Band drama Ave Mujica arc is very high drama Thetrical performances and Heavy metal, gothic metal, and symphonic metal Suddenly, food spin-off manga
"The young lady Togawa Sakiko, who left her wealthy family home. What awaits her should be a tough frugal life… or so it was supposed to be, Huh? She's surprisingly enjoying it!? Official spin-off comedy of "Ave Mujica," depicting modest yet oddly elegant(?) days!
"Sakiko-chan's Family Dinner -BanG Dream! Ave Mujica Spin-off-" Serialization starts 11/26 (Thu) on Comic Growl *Updates every 2nd and 4th Thursday thereafter"
https://x.com/bang_dream_info/status/2116343175539524038
???


10/31/2026, 1 engagement
Claywonder planned features (before I forget)
-Finish the plug-ins --Be sure that the plug-ins can require an enhancement already in the editor. While it can disable some of them, it can possibly declare to "replace" one of them, thus greying out that enhancement for another reason --Ask how it stores the imported objects and what coding do they need for the editor to import it properly without AI --Make sure that Claude arranged itself to make it so that people can make them by hands ---When all done, try to import a Boo from SMW as an object plug-in
-Make demo recording feature for the title screen idle demos --Make sure that the demos are disabled by default until turned on and replaced
-Graphics for the custom Save Screen --Nice scrolling background --Nice borders --Assign a tileset/color to each save files depending on the world (Meaning each world should have a chosen color. Selecting said save file could also maybe change the background color? To see)
Far away hard possible feature: -SA1 support and what it could potentially improve (More tileset? Bigger levels? Way more objects on screen?) (Hard) --If SA1 conversion is successful, import Wham Bam Rock from Kirby Super Star as a plug-in (Extremely hard to possibly impossible, engine probably not even made for it, it would have to start mapping out Kirby Super Star possibly, wasting an entire session on this)
10/30/2026, 8 engagements
Least crazy blacksmith


10/30/2026, 34 engagements
Retard








10/28/2026, 8 engagements
Me forcing people to look at cool shit on the Internet
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One of those weird ass web cases
SPW refuses to work properly on Vivaldi on my older computer ACROSS HARD DRIVES
Running one last thorough RAM scan of Claymates to check for any unused bytes. Any could be useful for any sort of plugins


Evil oujo-sama
:cume:
10/28/2026, 3 engagements


10/28/2026, 2 engagements


10/28/2026, 3 engagements
10/28/2026, 1 engagement
Claywonder update: -Clanker wrote a Wiki, I'll edit it later -Plug-in feature fully planned, will build it later this afternoon -Once that's done, only two features left: --Levels with full animal transformations --Metroidvania plug-in

10/28/2026, 5 engagements
Are they allowed to use "Coke"?



10/27/2026, 3 engagements
The overworld is gonna have a real UI problem
Too many elements at the same place


Disabling the robot puzzle feature saves potentially a LOT of RAM for the game, making the Metroidvania idea more than possible


10/27/2026, 10 engagements


10/27/2026, 2 engagements
I shouldn't Claude before bed, losing a lot of sleep over what kinda feature I think could of adding and how to handle it...
Does anyone cares about tomorrow's indie world direct? If yes, I'll bother showing it
I'm really glad I thought ahead for Claywonder so that really far features won't clash with existing stuff
I like options, I'm a fan of options. So I thought about the "enhancement" features, which are all features that will mess with the code/RAM/etc. one way or another, so if someone wants to make a vanilla romhack with the game's base capabilities and restrictions, they can, and then they can turn on enhancement capabilities one by one
Because I can't commit everyone and their mother's addition, the plug-in feature is a no brainer. However, because I thought ahead about enhancement, the plug-in feature could actually clash with enhancement, so I will make it "declare" it's change to code and RAM, and it will check incompatibilities with existing enhancement features and other plug-ins. I will also make it declare what version of the editor it was made for, in case of future fucks up because something major changed in the editor so the user can know what version to take to make sure it will work for sure
Editor stress test is passing for Claywonder, it can bloat up the rom to 6MB, with a theoretical 8MB with a big warning that it's not standard, this should be plenty for any projects
The Claywonder project files already includes all custom tilesets and everything, but I'm planning a plug-in feature, so any by-hand or AI slop addition to the editor could included the claywonder project file AND the plug-in additions so that someone else could fully edit the new game, get the new addition as plug-in to edit their own game and prevent everyone and their mother from having to commit every single possible addition to the program
10/27/2026, 15 engagements
Now that ClayWonder supports having Claymates effectively go from map, to map, to map infinitely... You could add items, a start item menu that keeps tracks of said items, then have by default the game limiting the various forms and then unlock it all through found items (could easily restrict jump, give the cat ability to jump from a tree, etc) and you could effectively turn the game into a Metroidvania
The ladies man, truly





Checking the Claymates beta, apparently there's an unused Penguin form for Clayton. It's crashy and unfinished though
According to the Clanker, when placed, Clayton disappear and the Penguin takes over


Alright, just got reminded of a feature I could put in Claywonder
In Claymates, you transform into various animals with abilities (Flying, digging, climbing on trees), the issue? On hit, you power down to the Clay with no special abilities and being slow again, meaning that all levels must account for it
So instead, we could have gimmick levels with a hit counter where you're forced into an animal form, ultimately changing how you can design the levels because you can take full advantage of a form's gimmick without having to account for Clay form Clayton at all times
Latest Claywonder update:
(I need to keep this edited before I lose all features lmao)
I'm almost at the level where everything is implemented, once that's done, I have to test it, nitpick how things are done and improve UI
Fully working visual Mario Maker like editor that loads entirely from a rom, no copyrighted assets included
Features: -Can build to rom or IPS patch -Save your project via a file -Platform/Cloud paths -Can edit the overworld and levels -Can edit the boss rooms, bonus rooms, pinball room -Play test level function -Play test from here (mouse cursor) function -Edit the level's rectangle size -Change the music -Level tiles limit, which then upgrades the rom size as needed -Tileset and palette selector -Editing the Worlds and Levels name with corresponding intros that works, including restoring the World 1 intro "Welcome to America" that went unused -Save project, build rom and save IPS patch -The overworld works with special objects limiting your view as it's just a "normal level" otherwise, there's the proper objects to make it happen -Boss warps -Selection and copy/paste -Tileset "Chunks", so it's easier to edit than random ass tiles. You can create your own chunks, and then you can select a chunk and even just select part of a chunk
Enhanced features: -Skip game intro -Add new worlds and rooms -Saving and file select screen (In progress) -Add unique Pinball bonus level per world
Planned: -Secret warps -Naming the other half of the objects -Doors and teleporters location to make it really easy on the editor (In progress) -Tileset uploader and tileset collision editor -Monster machines, that one machines that goes things and Boxes needs to show up properly and can be given all of their in-game behaviors -Put it on Github
(Picture is old)


On what license should Claywonder be under? Even if anyone can just replicate the work easily, reverse engineer it, etc. I still feel like the MIT license and co are utterly fucking cucked
GPL 3?
10/26/2026, 6 engagements
After the sound driver bullshit, one of the last new feature to add would be able to see and edit tileset collisions
I wanna see if I can import Green Hill Zone's tileset and use it in the game
10/25/2026, 2 engagements


10/25/2026, 5 engagements
I can't believe it, the AI basically managed to work with the original sound driver and I can seemingly convert any spc to it, but there's sound effects issues arising from it
Gonna try the new original sound driver later
This is how she eats :what:





10/25/2026, 1 engagement
Okay, so, fuller answer
Claymates literally send song data to the sound chip per frame because they composed unique music that doesn't fit the 64kb sound chip, which is why it simply can't be captured normally as an SPC


Me sending crazy instructions to Claude knowing it will just fucking do it
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10/25/2026, 1 engagement
Here we go, fuck everyone else's past work, Claude is just gonna write a new original snes sound driver lmao
We want everything in this bitch


10/25/2026, 1 engagement
Custom backgrounds are functional
Man, this is more or less everything I wanted
Perhaps I'll ask for the custom sound driver before the weekly limit resets
The one thing that will be left will be hand testing everything and correcting features


:eyes2:



Snes's 256 color mode is nice for full pictures. I imagine this is what the hentai and porn pic Chinese bootleg roms used
Working on a feature to upload any pics for logo and ending purposes


Alright, now I have checked fully how palette loading works
There can be about 8 palette at the same time and it seems like the game can load them dynamically
From what I've seen, tileset seems to take 4 maybe (No idea if it counts the background yet), that means that objects/enemies from other levels could perhaps safely spawn outside of where they're supposed to
So to be sure, I'm making sure the editor can complain if we place stuff that will need a 9th palette
10/25/2026, 1 engagement
Ohhh, palette editor and selection screen is looking great


BTW, probably the best site to keep track of what's been announced or not as a full game card on Switch 2
It also has an RSS feed it seems
10/25/2026, 1 engagement
Well that's fucking interesting


Apparently this is why we couldn't make SPC for Claymates easily


Whew, feature creep, but lol, having to literally find out how the game's music even work so that we can perhaps import all the midis we want (convert spc -> midi -> back into the game :shrugz: )


KDE Plasma apparently entirely killed screensavers
Gonna have to AI slop some simple tool to Wine old Windows screensavers and perhaps access their settings
10/25/2026, 2 engagements
:what_cirno:



10/24/2026, 1 engagement
We caught another one! Another anti-China, Russia weird doomslike non-stop videos channel


10/24/2026, 1 engagement
Marathon watch:
https://flopathon.cc/?game=3065800
They had a sale I believe semi-recently and it bumped up the players from high 2k to high 3k again
It's currently in a Humble Bundle at the highest tier and it seems like it's not affecting a damn thing
Interesting indeed
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ED changes with the characters who dies
Nice touch
Retards
:blob_loudly_crying:


mfw science
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10/23/2026, 2 engagements
Linux 7.4 Introduces New Driver For The Nintendo Switch 2 Controllers - Thanks To Valve
https://www.phoronix.com/news/Linux-7.4-HID
"This adds a new driver for the Switch 2 controllers. The Switch 2 uses an unusual split-interface design such that input and rumble occur on the main HID interface, but all other communication occurs over a "configuration" interface. This is the case on both USB and Bluetooth, so this new driver uses a split-driver design with the HID interface being the "main" driver and the configuration interface is a secondary driver that looks up to the HID interface, sharing resources on a common struct.
Due to using a non-standard pairing interface as well as Bluetooth communications being extremely limited in the kernel, a custom interface etween userspace and the kernel will need to be designed, along with bringup in BlueZ. That is beyond the scope of this initial patch, which only contains the generic HID and USB configuration interface drivers.
This initial work supports general input for the Joy-Con 2, Pro Controller 2, and GameCube NSO controllers."
Once I finish the Chameleon Twist level editor, I got an even crazier idea
Sonic Adventure 2 PC, take each level and make a level editor
"But Mew, wouldn't that be an insane amount of effort?" well... What if I asked it to make a generative AI that would follow your cursor and build the level as you go, with some tools to add stuff as you like, regenerate and all
I wonder the feasibility of this, and if this could simply run on consumer PC nicely even
Alright, ClayWonder, the Claymates level editor is almost fully how I wanted it to be
Attained the "daily" Claude limit, which is what, about 25% of the week? And I was able to do this much
Features: -Fully working visual Maker Maker like editor -Platform/Cloud paths -Can edit the overworld and levels -Can edit the boss rooms, bonus rooms, pinball room, Mode 7 bonus room (This needs more work for this one) -Play test level function -Play test from here (mouse cursor) function -Edit the level's rectangle size -Level tiles limit, which then upgrades the rom size as needed -Tileset and palette selector -Editing the Worlds and Levels name with corresponding intros that works, including restoring the World 1 intro "Welcome to America" that went unused -Save project, build rom and save IPS patch -Overworld screen limiting thing object -Boss warps -Selection and copy/paste
Enhanced features: -Skip game intro -Add new worlds and rooms -Saving and file select screen (In progress) -Add unique Pinball bonus level per world -Add unique Mode 7 Bonus level per world, should automatically detect how many tiles there are (Still a work in progress)
Planned: -Secret warps -Naming the other half of the objects -Doors and teleporters location to make it really easy on the editor (In progress) -Tileset editor to mix and match and perhaps add an entirely new tileset to the game, along with a palette editor -Music selector (Claymates uses a special driver for music and I'm not sure I can just simply insert other songs from simple SPC ) -Put it on Github


10/23/2026, 1 engagement
It restored the unused "Welcome to America" screen from the first world


Adding a tileset switcher and palette switcher to the level, needed for custom maps, but ultimately also putting the groundwork for potential custom tilesets and palettes
Ohohoh, the AI is too damn good
It now not only has a play button, but a "play from here" button, you press F6, it opens mesen, it goes through the logos, then the proper level loads and you start from your mouse cursor's location


10/23/2026, 1 engagement
Trying to add an "enhancement menu", like this, we can make new maps, new worlds, worlds specific Mode 7 Bonus level that's also editable, World specific Pinball Bonus levels and the likes
Next I'll try to make it add a save function for an enhancement
Alright so this morning I'm trying to add the boss and level specific bonus levels AND the Mode 7 bonus level, to be editable
Unfortunately it seems like the mode 7 bonus game is programmed in a boring way and I wonder how much I'll be able to fuck with it


10/23/2026, 1 engagement
Played the game yet?
Well shit, I was thinking this was gonna take weeks
It took hours at best at to build something definitively functional, that's fucking nuts
I was thinking that a Chameleon Twist 3D level editor would be quite the ask, but it's looking very possible. On top of that, it has a decompile going on, possibly making this crazy easy on the AI
10/22/2026, 1 engagement
10/22/2026, 4 engagements
Well, well, well
Object 75 huh?


10/22/2026, 1 engagement
Editing this bonus level is gonna be so fucking fun man


10/22/2026, 1 engagement
:akkoScream:


:what_cirno:


Bro, it has just been like 40 mins of work at best


Alright, finally have everything setup to have Claude start working on the Claymates level editor
Louis Le Vau went out of hiatus to post a video about Bioware being dead
:what_cirno:
10/22/2026, 1 engagement
Go to bed earlier Feel more tired than usual
REEEEEEEEEEE
Monster time :diaweary: