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	<channel>
		<title><![CDATA[MFGG Forums - Developer Discussion]]></title>
		<link>https://forums.mfgg.net/</link>
		<description><![CDATA[MFGG Forums - https://forums.mfgg.net]]></description>
		<pubDate>Mon, 27 Apr 2026 20:10:53 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Best 2D Mario engines for android?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3531</link>
			<pubDate>Fri, 10 Apr 2026 19:17:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2567">Blazindudereflamed</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3531</guid>
			<description><![CDATA[I am trying to make my own Mario game, if you don't know]]></description>
			<content:encoded><![CDATA[I am trying to make my own Mario game, if you don't know]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[C++ exception handling]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3511</link>
			<pubDate>Mon, 16 Mar 2026 01:52:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=998">GeneSu730</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3511</guid>
			<description><![CDATA[<span style="font-family: Arial;" class="mycode_font"><span style="font-size: large;" class="mycode_size">I have a question. I am creating a new Zelda game engine. It will use bits and pieces of my Mario engine but I will have to change a lot of code. I am using an old version of Visual C++ and Direct X. It does not have smart pointers. However, I was thinking about adding standard exception handling (try-catch-throw). I have been researching several websites and the advice I have been getting is to avoid it because it slows down performance and can make a mess of other things. In particular, game consoles (especially those from Nintendo) don't support exceptions while others (XBox) take a massive performance hit. Do any of you have any thoughts about it?</span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Arial;" class="mycode_font"><span style="font-size: large;" class="mycode_size">I have a question. I am creating a new Zelda game engine. It will use bits and pieces of my Mario engine but I will have to change a lot of code. I am using an old version of Visual C++ and Direct X. It does not have smart pointers. However, I was thinking about adding standard exception handling (try-catch-throw). I have been researching several websites and the advice I have been getting is to avoid it because it slows down performance and can make a mess of other things. In particular, game consoles (especially those from Nintendo) don't support exceptions while others (XBox) take a massive performance hit. Do any of you have any thoughts about it?</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Best 2D Mario frameworks on Godot?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3505</link>
			<pubDate>Wed, 04 Mar 2026 18:40:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2551">mariofan350</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3505</guid>
			<description><![CDATA[Hey everyone. Are there any 2D Mario frameworks for Godot that you like to use?<br />
<br />
I wonder if someone developed something similar to Gatete Mario Engine, but on Godot.<br />
<br />
I've seen some of them on GitHub, but I don't know how feature-complete they are. I wonder if there are some good Godot frameworks that I might not know about.]]></description>
			<content:encoded><![CDATA[Hey everyone. Are there any 2D Mario frameworks for Godot that you like to use?<br />
<br />
I wonder if someone developed something similar to Gatete Mario Engine, but on Godot.<br />
<br />
I've seen some of them on GitHub, but I don't know how feature-complete they are. I wonder if there are some good Godot frameworks that I might not know about.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Super Mario Destiny 2 - Open Call for Artists & Developers]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3504</link>
			<pubDate>Sun, 01 Mar 2026 20:52:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2401">SuperMarioDestiny</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3504</guid>
			<description><![CDATA[I am close to beginning work on the followup to Super Mario Destiny!<br />
<br />
What I'm hoping to find is folks who may not necessarily want to commit to regular involvement, but who would be interested in contributing in various ways as their time allows.<br />
<br />
I am eagerly accepting submissions of original artwork, custom NPCs, promotional art and logos etc.  On the development side, I have room to include those interested in doing their own level designs, LUA coding, even game testing.<br />
<br />
Be a part of the next chapter of Super Mario Destiny, get your name on an ambitious and exciting project, and show the world what you can do!<br />
<br />
<a href="http://supermariodestiny.wixsite.com/game" target="_blank" rel="noopener" class="mycode_url">supermariodestiny.wixsite.com/game</a>]]></description>
			<content:encoded><![CDATA[I am close to beginning work on the followup to Super Mario Destiny!<br />
<br />
What I'm hoping to find is folks who may not necessarily want to commit to regular involvement, but who would be interested in contributing in various ways as their time allows.<br />
<br />
I am eagerly accepting submissions of original artwork, custom NPCs, promotional art and logos etc.  On the development side, I have room to include those interested in doing their own level designs, LUA coding, even game testing.<br />
<br />
Be a part of the next chapter of Super Mario Destiny, get your name on an ambitious and exciting project, and show the world what you can do!<br />
<br />
<a href="http://supermariodestiny.wixsite.com/game" target="_blank" rel="noopener" class="mycode_url">supermariodestiny.wixsite.com/game</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Project Log] (ROM Hack) Journey Into Plumber Subconscious]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3475</link>
			<pubDate>Sat, 24 Jan 2026 03:53:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2525">Louis Paul</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3475</guid>
			<description><![CDATA[Hello everyone, as promised I created this thread because I have a ROM hack project to develop, the game I'm modding is Super Mario Bros for the NES, the gimmick is to embed the Game Genie codes, create the lookup table to activate and deactivate the codes per level, and design the levels based on that.<br />
<br />
One detail of this ROM hack is that I won't change the mapper, it'll stay at NROM. For that, I'm looking at the disassembly and overwriting the codes and datas that I won't use, like the demo actions and the 2 player mode, and restricting the number of worlds to 7 (7-4 would be the last level). I'm using the Asar assembly to apply the custom 6502 assembly codes.<br />
<br />
The estimative to develop and finish this project is about 6 to 7 months, because besides gaining familiarity with the level editor, I have to test the custom 6502 assembly codes I'm putting on the ROM hack.<br />
<br />
At the moment I don't have screenshots to show, I hope in the next days I have something to show.]]></description>
			<content:encoded><![CDATA[Hello everyone, as promised I created this thread because I have a ROM hack project to develop, the game I'm modding is Super Mario Bros for the NES, the gimmick is to embed the Game Genie codes, create the lookup table to activate and deactivate the codes per level, and design the levels based on that.<br />
<br />
One detail of this ROM hack is that I won't change the mapper, it'll stay at NROM. For that, I'm looking at the disassembly and overwriting the codes and datas that I won't use, like the demo actions and the 2 player mode, and restricting the number of worlds to 7 (7-4 would be the last level). I'm using the Asar assembly to apply the custom 6502 assembly codes.<br />
<br />
The estimative to develop and finish this project is about 6 to 7 months, because besides gaining familiarity with the level editor, I have to test the custom 6502 assembly codes I'm putting on the ROM hack.<br />
<br />
At the moment I don't have screenshots to show, I hope in the next days I have something to show.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Please help. Where can i add new pull sprites?]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3430</link>
			<pubDate>Tue, 16 Dec 2025 00:33:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=462">Videogamejunkie443</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3430</guid>
			<description><![CDATA[I'm adding custom power-ups, but I can't find how to add the form's pull sprite for when Mario plucks veggies. Please help. Thank you. By the way, I'm still using Hello Mario Engine, but I switched to 6.2.2.<br />
<br />
<a href="https://drive.google.com/file/d/1A3or-eZAb_A10jlE27f93xddQJ52_De7/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1A3or-eZ...drive_link</a>, <a href="https://drive.google.com/file/d/104SKCZXBxk56mWyyOAfP9XlWbeZgRXdx/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/104SKCZX...drive_link</a><br />
<br />
Nimaginendo's Elephant Mario sprites are placeholders.<br />
<br />
Edit: Nevermind, I got it, but please use this post as proof of my (still small but bigger) accomplishments.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.mfgg.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=498" target="_blank" title="">PowerUp.png</a> (Size: 221.07 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I'm adding custom power-ups, but I can't find how to add the form's pull sprite for when Mario plucks veggies. Please help. Thank you. By the way, I'm still using Hello Mario Engine, but I switched to 6.2.2.<br />
<br />
<a href="https://drive.google.com/file/d/1A3or-eZAb_A10jlE27f93xddQJ52_De7/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1A3or-eZ...drive_link</a>, <a href="https://drive.google.com/file/d/104SKCZXBxk56mWyyOAfP9XlWbeZgRXdx/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/104SKCZX...drive_link</a><br />
<br />
Nimaginendo's Elephant Mario sprites are placeholders.<br />
<br />
Edit: Nevermind, I got it, but please use this post as proof of my (still small but bigger) accomplishments.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.mfgg.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=498" target="_blank" title="">PowerUp.png</a> (Size: 221.07 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[My proyect in mind]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3428</link>
			<pubDate>Thu, 11 Dec 2025 20:25:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2486">luckygames</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3428</guid>
			<description><![CDATA[ithis forum is recent, as mi count <img src="https://forums.mfgg.net/images/smilies/whoops.png" alt="Whoops!" title="Whoops!" class="smilie smilie_72" /><br />
Well, I´m working in a fangame in Scratch called "Super Mario World X-treme", this fangame is has more content than the tipic Scratch Mario´s games, more similar than mario official game´s. I alredy have the majority of the game in my mind. The structure of the game is principaly some levels with unique mecanics, some minigame´s levels and (not at all levels) a wonder flower.<br />
Maybe the project it´s a succes, but I´m happy just to publish the proyect. The code does not exist, but maybe start in holidays.<br />
Another day I comment.]]></description>
			<content:encoded><![CDATA[ithis forum is recent, as mi count <img src="https://forums.mfgg.net/images/smilies/whoops.png" alt="Whoops!" title="Whoops!" class="smilie smilie_72" /><br />
Well, I´m working in a fangame in Scratch called "Super Mario World X-treme", this fangame is has more content than the tipic Scratch Mario´s games, more similar than mario official game´s. I alredy have the majority of the game in my mind. The structure of the game is principaly some levels with unique mecanics, some minigame´s levels and (not at all levels) a wonder flower.<br />
Maybe the project it´s a succes, but I´m happy just to publish the proyect. The code does not exist, but maybe start in holidays.<br />
Another day I comment.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3425</link>
			<pubDate>Tue, 02 Dec 2025 00:48:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=462">Videogamejunkie443</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3425</guid>
			<description><![CDATA[I'm trying to add a new power-up to the Hello Mario Engine (the most advanced thing I've done with it in a while). I've added the constant, added it to the list of power-ups in the script, but i need to assign him the sprites. How do I do that?<br />
<br />
Edit: Nevermind, I got it. I would appreciate if you could tell me how to make him stomp like he's wearing a Kuribo's Shoe, though.]]></description>
			<content:encoded><![CDATA[I'm trying to add a new power-up to the Hello Mario Engine (the most advanced thing I've done with it in a while). I've added the constant, added it to the list of power-ups in the script, but i need to assign him the sprites. How do I do that?<br />
<br />
Edit: Nevermind, I got it. I would appreciate if you could tell me how to make him stomp like he's wearing a Kuribo's Shoe, though.]]></content:encoded>
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		<item>
			<title><![CDATA[If this needs to go somewhere else, put it there, but I need to say something.]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3394</link>
			<pubDate>Tue, 23 Sep 2025 03:45:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=462">Videogamejunkie443</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3394</guid>
			<description><![CDATA[I'm sticking with Hello Mario Engine 6.2.1 for more than one reason. <br />
<br />
First, an older version was used to create Mushroom Kingdom Fusion. <br />
<br />
Second, it has something that others don't have. Bosses. (Okay, Gatete's has Boom Boom, but you know what I mean.)<br />
<br />
I've also put a lot of custom content into it. Moving to another engine would be possible, but still a task.<br />
<br />
Hello Engine may be outdated, but I love it. You may not love it for multiple reasons, especially a certain new submission to the main site.]]></description>
			<content:encoded><![CDATA[I'm sticking with Hello Mario Engine 6.2.1 for more than one reason. <br />
<br />
First, an older version was used to create Mushroom Kingdom Fusion. <br />
<br />
Second, it has something that others don't have. Bosses. (Okay, Gatete's has Boom Boom, but you know what I mean.)<br />
<br />
I've also put a lot of custom content into it. Moving to another engine would be possible, but still a task.<br />
<br />
Hello Engine may be outdated, but I love it. You may not love it for multiple reasons, especially a certain new submission to the main site.]]></content:encoded>
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		<item>
			<title><![CDATA[Best Videogame Music Library]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3391</link>
			<pubDate>Mon, 22 Sep 2025 01:58:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2408">NowhereMan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3391</guid>
			<description><![CDATA[Do you have a favorite website, library, etc etc where you like to source videogame music? Similar to maybe, The Spriter's Resource, but for videogame music?]]></description>
			<content:encoded><![CDATA[Do you have a favorite website, library, etc etc where you like to source videogame music? Similar to maybe, The Spriter's Resource, but for videogame music?]]></content:encoded>
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		<item>
			<title><![CDATA[SMB Game Timer]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3384</link>
			<pubDate>Sat, 06 Sep 2025 14:59:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2422">NotFlawffles</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3384</guid>
			<description><![CDATA[I have downloaded some disassembly to help with the development of my own fangame of NES' Super Mario Bros. I realized there was memory and reference for something the disassembly calls "game timer" (not frame timer), and i'm not sure what that is supposed to be, I would like to know more.<br />
<br />
Thank you.]]></description>
			<content:encoded><![CDATA[I have downloaded some disassembly to help with the development of my own fangame of NES' Super Mario Bros. I realized there was memory and reference for something the disassembly calls "game timer" (not frame timer), and i'm not sure what that is supposed to be, I would like to know more.<br />
<br />
Thank you.]]></content:encoded>
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		<item>
			<title><![CDATA[Question about hunting for bugs]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3332</link>
			<pubDate>Sun, 01 Jun 2025 04:29:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=998">GeneSu730</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3332</guid>
			<description><![CDATA[Dear All:<br />
<br />
Have any of you had a bug in your source code that you have not caught for years because its effects were rather sporadic?<br />
<br />
For the last 5 years, I noticed that maybe 1 out of 20 times, my Super Mario game would freeze. I had no idea what could be doing it.<br />
<br />
Yesterday, however, I found a very subtle bug in a subroutine dealing with my animation layer. My animation layer has each animated tile with a sequence of frames. The sequence is of variable length and is dynamically allocated at run-time. However, some tiles are just single frame (such as stone or metal blocks that Mario leaves behind after hitting treasure boxes). The sequence would be of one element but my code would attempt to access a "second" element, creating a serious memory access error.<br />
<br />
I would not have found this error except I tried to expand this subroutine to add certain special effects to my animation layer such as thunder and gradual lighting. It seems like I did not catch this bug for the last 8 years because the memory after the allocated sequence would usually read NULL, which signified the end of the sequence. However, it doesn't always have to be NULL, which is why I suspected the game froze from time to time.<br />
<br />
Has something like this happened to you? You scratch your head for years as to why your game sometimes doesn't work once in a blue moon. Then you suddenly want to recode a subroutine and you find something that doesn't add up?]]></description>
			<content:encoded><![CDATA[Dear All:<br />
<br />
Have any of you had a bug in your source code that you have not caught for years because its effects were rather sporadic?<br />
<br />
For the last 5 years, I noticed that maybe 1 out of 20 times, my Super Mario game would freeze. I had no idea what could be doing it.<br />
<br />
Yesterday, however, I found a very subtle bug in a subroutine dealing with my animation layer. My animation layer has each animated tile with a sequence of frames. The sequence is of variable length and is dynamically allocated at run-time. However, some tiles are just single frame (such as stone or metal blocks that Mario leaves behind after hitting treasure boxes). The sequence would be of one element but my code would attempt to access a "second" element, creating a serious memory access error.<br />
<br />
I would not have found this error except I tried to expand this subroutine to add certain special effects to my animation layer such as thunder and gradual lighting. It seems like I did not catch this bug for the last 8 years because the memory after the allocated sequence would usually read NULL, which signified the end of the sequence. However, it doesn't always have to be NULL, which is why I suspected the game froze from time to time.<br />
<br />
Has something like this happened to you? You scratch your head for years as to why your game sometimes doesn't work once in a blue moon. Then you suddenly want to recode a subroutine and you find something that doesn't add up?]]></content:encoded>
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			<title><![CDATA[Super Mario Bros: The Dark War (or a fangame i want to make)]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3330</link>
			<pubDate>Tue, 27 May 2025 23:58:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2323">ratdweller</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3330</guid>
			<description><![CDATA[hello everyone! i got a idea for a fangame while deep in thought today, Super Mario Bros. The Dark War, is a stupid little idea about a simple concept: what if the console wars were a REAL war from the perspective of the characters? i already have the script for the intro cutscene down, and i want any recommendations on a engine thats easy to work with and (preferably) has no programming knowledge needed. <img src="https://forums.mfgg.net/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_77" /><br />
if you have any questions on what this will be about, please ask! i want to share with someone SO badly]]></description>
			<content:encoded><![CDATA[hello everyone! i got a idea for a fangame while deep in thought today, Super Mario Bros. The Dark War, is a stupid little idea about a simple concept: what if the console wars were a REAL war from the perspective of the characters? i already have the script for the intro cutscene down, and i want any recommendations on a engine thats easy to work with and (preferably) has no programming knowledge needed. <img src="https://forums.mfgg.net/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_77" /><br />
if you have any questions on what this will be about, please ask! i want to share with someone SO badly]]></content:encoded>
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		<item>
			<title><![CDATA[TGF Extensions (16 bit)]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3309</link>
			<pubDate>Fri, 11 Apr 2025 20:27:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=2310">Grey Goo</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3309</guid>
			<description><![CDATA[Hello!<br />
<br />
Out of curiosity I was looking for extensions for 16 bit TGF and found <a href="https://forums.mfgg.net/thread-2792.html" target="_blank" rel="noopener" class="mycode_url">this</a> thread. While first post didn't lead me to anywhere, second post of Q-Nova allowed me find few extensions Click&amp;Create, some them being 16 bit. While seemingly not immediately useful, I had in my memory knowledge that changing file extension would them allow them being used in TGF too. Well, it kinda worked as extensions did appear in TGF. However most interesting extension, one which allows change palette and most likely resolution too, just crashed when I tried test run program with this extension added as object. It did it even without adding any events to call or use this extension, so it might have been that extension and not that pesky ATI thing.<br />
<br />
For those who are curious how can I even run 16 bit TGF, its simple. I am running PCem machine with Windows 3.11 installed in one of hard disk images. Emulating cheapest possible 486 <dvz_me_placeholder id="0" /> it kinda works, barely. Also extra ugly midi, with third party midi drivers.<br />
<br />
Anyway, I am still very curious to find more extensions for 16 bit TGF. Especially sound and graphics extensions. Anyone having information about them?]]></description>
			<content:encoded><![CDATA[Hello!<br />
<br />
Out of curiosity I was looking for extensions for 16 bit TGF and found <a href="https://forums.mfgg.net/thread-2792.html" target="_blank" rel="noopener" class="mycode_url">this</a> thread. While first post didn't lead me to anywhere, second post of Q-Nova allowed me find few extensions Click&amp;Create, some them being 16 bit. While seemingly not immediately useful, I had in my memory knowledge that changing file extension would them allow them being used in TGF too. Well, it kinda worked as extensions did appear in TGF. However most interesting extension, one which allows change palette and most likely resolution too, just crashed when I tried test run program with this extension added as object. It did it even without adding any events to call or use this extension, so it might have been that extension and not that pesky ATI thing.<br />
<br />
For those who are curious how can I even run 16 bit TGF, its simple. I am running PCem machine with Windows 3.11 installed in one of hard disk images. Emulating cheapest possible 486 <dvz_me_placeholder id="0" /> it kinda works, barely. Also extra ugly midi, with third party midi drivers.<br />
<br />
Anyway, I am still very curious to find more extensions for 16 bit TGF. Especially sound and graphics extensions. Anyone having information about them?]]></content:encoded>
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			<title><![CDATA[Working on a game.]]></title>
			<link>https://forums.mfgg.net/showthread.php?tid=3305</link>
			<pubDate>Thu, 03 Apr 2025 23:30:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.mfgg.net/member.php?action=profile&uid=1891">BlakeIsHere Studios</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.mfgg.net/showthread.php?tid=3305</guid>
			<description><![CDATA[First post on here! Lol I last logged in over a year ago.<br />
<br />
All right, I am working on a Mario fan game on the Godot engine. It's primitive currently, but it works, so that's good.<br />
<br />
Also, here's a funny screenshot I got from it. Mario got fricking stuck lol. <img src="https://forums.mfgg.net/images/smilies/laugh3.gif" alt="Laughing" title="Laughing" class="smilie smilie_75" /><br />
<br />
<img src="https://i.imgur.com/hnlvUlj.png" loading="lazy"  alt="[Image: hnlvUlj.png]" class="mycode_img" /><br />
I won't spoil anything else about it, but there will be a lot of stuff in it, so that will be exciting for y'all.]]></description>
			<content:encoded><![CDATA[First post on here! Lol I last logged in over a year ago.<br />
<br />
All right, I am working on a Mario fan game on the Godot engine. It's primitive currently, but it works, so that's good.<br />
<br />
Also, here's a funny screenshot I got from it. Mario got fricking stuck lol. <img src="https://forums.mfgg.net/images/smilies/laugh3.gif" alt="Laughing" title="Laughing" class="smilie smilie_75" /><br />
<br />
<img src="https://i.imgur.com/hnlvUlj.png" loading="lazy"  alt="[Image: hnlvUlj.png]" class="mycode_img" /><br />
I won't spoil anything else about it, but there will be a lot of stuff in it, so that will be exciting for y'all.]]></content:encoded>
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