Search found 344 matches

by strat
Wed Apr 01, 2020 9:37 pm
Forum: NESdev
Topic: Levels and rendering
Replies: 3
Views: 226

Re: Levels and rendering

You want the 30-col buffer so the cpu has as little work as possible in copying the tiles to PPUDATA. The vram data should just be ready to go once the NMI fires. In the code above you'd replace PPUDATA with the buffer (and obviously add an extra var to juggle the index reg) and move it to the main ...
by strat
Sun Feb 09, 2020 5:10 pm
Forum: General Stuff
Topic: What are your favorite ways games have ended levels?
Replies: 21
Views: 7492

Re: What are your favorite ways games have ended levels?

And also, of course, levels sometimes have their boss room entered from the top or the bottom (later MM games always enter from the left). There's however no room where you enter from the right I can remember of :( Just remembered MM9 has a boss room entered from the right. Not sure if you count Dr...
by strat
Tue Jan 28, 2020 11:25 pm
Forum: SNESdev
Topic: Setting up a 24-bit pointer
Replies: 6
Views: 1890

Re: Setting up a 24-bit pointer

Couldn't it be done like sep #$20 ; 8-bit A lda #Bank24 pha plb ; data bank = Bank24 rep #$10 ; 16-bit X,Y or #$30 if you want 16-bit A also ldy #Addr16 lda a:$0000,Y ; 16-bit load, we don't want to access the direct-page This might save cycles over the "lda [dp]" method if used enough times in the ...
by strat
Thu Dec 19, 2019 9:10 pm
Forum: General Stuff
Topic: What are your favorite ways games have ended levels?
Replies: 21
Views: 7492

Re: What are your favorite ways games have ended levels?

That's especially fun to do with the backflip in Rondo of Blood.
by strat
Tue Nov 05, 2019 8:01 pm
Forum: Other Retro Dev
Topic: Is anyone interested in brand new games for Nintendo 64?
Replies: 10
Views: 4266

Re: Is anyone interested in brand new games for Nintendo 64?

If you're gonna make games for the Nintendo 64 (or games for any other platform, really), make sure to actually use what the hardware has to offer There's a bunch of homebrew Jaguar games but I found one serious attempt at 3D. https://www.youtube.com/watch?v=Y7PzSY6fA_U&t=306s libdragon is an open-...
by strat
Sun Oct 06, 2019 5:26 pm
Forum: NESdev
Topic: Reimplementing 6502 syntax in ca65
Replies: 54
Views: 27620

Re: Reimplementing 6502 syntax in ca65

Reading through this topic reminded me of a problem I ran into with a Super NES rom hack and ca65. You probably know 65816 handles zeropage like this: lda #$1800 tcd lda $72 ; loads from $1872 I modified part of the game's controller checking routine to shave off a few bytes and tried writing this t...
by strat
Thu Oct 03, 2019 2:51 am
Forum: General Stuff
Topic: Was SMB really supposed to be the last cart game for FC?
Replies: 20
Views: 14660

Re: Was SMB really supposed to be the last cart game for FC?

These missing peripherals helped BPS, Nintendo, and Pajitnov's publisher Elorg draw a sharper distinction between "computer" rights and "console" rights This '97 article from NextGen (p 46) touches on the issue, "Although the most popular account of the suit, in David Scheff's Game Over takes Ninte...
by strat
Thu Sep 26, 2019 8:15 pm
Forum: Other Retro Dev
Topic: about paprium
Replies: 13
Views: 9156

Re: about paprium

Bankswitching is fine, yes. But the 10MB map is a flat map, not bankswitched, which sets it up to collide with the CD (in the $400000-$7FFFFF region) and the 32x (in the $800000-$9FFFFF region). And apparently the reason GEN Virtua Racing doesn't work with a 32-X attached, though looking at these d...
by strat
Thu Sep 26, 2019 7:34 pm
Forum: General Stuff
Topic: Was SMB really supposed to be the last cart game for FC?
Replies: 20
Views: 14660

Re: Was SMB really supposed to be the last cart game for FC?

By "early on" I meant soon after the release of FDS when the NES was still pretty new. I didn't mean to imply Nintendo gave no thought at all to bringing the FDS stateside (though given that an early version of the NES with a keyboard had a poor showing at CES, I doubt they were anxious for it, eith...
by strat
Wed Sep 25, 2019 6:21 pm
Forum: General Stuff
Topic: Was SMB really supposed to be the last cart game for FC?
Replies: 20
Views: 14660

Re: Was SMB really supposed to be the last cart game for FC?

Nintendo probably realized early on that while the FDS might fly in Japan, it would be a no-go internationally and that FDS games would have to be on cart. The main reason I doubt they ever seriously entertained a North American FDS (in any form): they positioned the NES as a toy (the whole point of...
by strat
Wed Nov 14, 2018 6:48 pm
Forum: NESdev
Topic: Trampoline code can be called in any situation?
Replies: 13
Views: 5061

Re: Trampoline code can be called in any situation?

Balloon Kid on GB mixes both approaches that are discussed here. The main program resides in the lower, fixed bank 0 and always keeps the upper, switchable bank at 1 by default. When it does any task that involves switching to another bank, it switches back to 1 afterward. However, since the call to...
by strat
Sun Oct 28, 2018 5:59 pm
Forum: NESdev
Topic: "Super Mario Bros." hack with a two-player simulatenous mode
Replies: 38
Views: 24458

Re: "Super Mario Bros." hack with a two-player simulatenous

Going to UNROM would solve so many problems. Imagine a unique design and name for each of the seven Toads. Imagine a 21-world monster incorporating both Super Mario Bros. and The Lost Levels . Just like Super Mario Bros. Deluxe on GBC. Except they forgot to put the bounce-off-enemy physics in the L...
by strat
Wed Oct 24, 2018 7:09 pm
Forum: Newbie Help Center
Topic: New person with a question
Replies: 14
Views: 6849

Re: New person with a question

Michal Kowalski's 6502 Simulator does something similar, and is the tool I used to learn 6502 assembly myself, way back when. Even here, you have to learn the memory-mapped i/o of the virtual machine to see your code do anything. So it simplifies - but doesn't eliminate - the issue of separating pu...
by strat
Sun Oct 21, 2018 6:52 pm
Forum: General Stuff
Topic: Start developing a game and don't sink into engine design?
Replies: 28
Views: 22387

Re: Start developing a game and don't sink into engine desig

The Lua scripting feature of FCEUX provides access to NES cpu memory so it's definitely possible to prototype the gameplay on the Lua side. Though as Tokumaru hinted, the rom should still have a typical NMI update routine. A minimal loop looks like this: while(true) do emu.frameadvance() --game loop...
by strat
Wed Feb 21, 2018 7:32 pm
Forum: General Stuff
Topic: [RANT] Consumerism in games
Replies: 37
Views: 7635

Re: [RANT] Consumerism in games

"Both midair aiming and shield surfing have in-game tutorials." There's a no-climb run on YT where someone found it possible to defeat Vah Medoh without mid-air aiming. Here's a few minor annoyances about BOTW: -All shop keepers and even traveling merchants can pay unlimited rupees for your stuff. M...