Search found 375 matches

by strat
Fri Jul 31, 2020 8:17 pm
Forum: General Stuff
Topic: Math vs Language in programming
Replies: 19
Views: 7970

Re: Math vs Language in programming

Fun fact: A programmer who worked on the N64 version of Resident Evil 2 remarked that Capcom's original C code for the PS1 looked a lot like assembly (I'd link the article but it's mostly about how he got fmv running on N64).
by strat
Thu Jul 30, 2020 6:23 pm
Forum: General Stuff
Topic: Making "Good" Assembly Code
Replies: 73
Views: 20217

Re: Making "Good" Assembly Code

I prefer the Intel syntax (mov dst, src) because the first thing I see is the register to be modified. This issue basically doesn't exist in 6502 because you know from the operation if the reg or mem is affected, so at least that's on the leftmost part of the instruction.
by strat
Tue Jul 28, 2020 10:31 am
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 65
Views: 25508

Re: Nintendo "Gigaleak"

It would be amazing if the Mario 64 source that's supposed to be in the leak was anywhere near as readable as the RE project (even if you could read the Japanese comments).
by strat
Wed Jul 15, 2020 2:38 pm
Forum: General Stuff
Topic: Looking for feedback on my game
Replies: 19
Views: 8075

Re: Looking for feedback on my game

Come to think of it, SMW might've included the key/lock exit so the player wouldn't rack up too many bonus games by going through the levels twice. When NSMB brought back the concept of hidden exits, they used the regular flagpole. Also, while most of the time the key was right next to the lock, som...
by strat
Mon Jul 13, 2020 10:15 pm
Forum: General Stuff
Topic: Looking for feedback on my game
Replies: 19
Views: 8075

Re: Looking for feedback on my game

Bug report: On the map screen (I just exited Beach World 4) all the level icons and paths were invisible but still interactive. Went back into level and exited, map displayed as normal. While on the "Forest of Illusion" map, it crashed on me trying to switch characters. It also froze when I beat the...
by strat
Sun Jun 21, 2020 8:04 pm
Forum: NES Graphics
Topic: Honest box art
Replies: 40
Views: 11570

Re: Honest box art

Screw box art, watch the intro to this game and try to guess what genre it will be.
https://www.youtube.com/watch?v=QCwvVpfhi7k&t=30s
by strat
Sun May 31, 2020 9:48 pm
Forum: NESdev
Topic: Need help with compressed tiles
Replies: 9
Views: 3825

Re: Need help with compressed tiles

For those following this topic, you might be interested to know just overwriting tiles is a bigger pain than it should be. The RLE-compressed data stream has to be the same length no matter what and the loop that reads it must terminate with the same chr-ram bytes getting filled in. Otherwise the gr...
by strat
Thu May 28, 2020 3:03 pm
Forum: NESdev
Topic: Need help with compressed tiles
Replies: 9
Views: 3825

Re: Need help with compressed tiles

You'll just have to learn programming (6502 assembly and NES hardware required; a PC-based language like Python is recommended) to do this properly. I figured out in a few minutes how to scramble the offending graphics beyond recognition (without replacing them). The compression format is a simple R...
by strat
Wed May 27, 2020 7:17 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 2924

Re: Large updates to nametable

Nintendo's Tetris updates 4 horizontal rows every frame when lines are completed and blanks out some descending rows briefly to hide the processing. It uses single-screen mirroring.
by strat
Tue May 26, 2020 3:16 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 2924

Re: Large updates to nametable

On top of the basics provided by Tokumaru this is how I'd handle it: -Keep a copy of the background in the offscreen nametable. -Play a simple animation when a line is completed so the updated field doesn't have to appear right away. Most versions of Tetris do this. -Update the offscreen nametable (...
by strat
Mon May 18, 2020 12:05 pm
Forum: General Stuff
Topic: God Mode No Holes No Timer No Damage SMB Hack
Replies: 6
Views: 4102

Re: God Mode No Holes No Timer No Damage SMB Hack

That was probably 7-4 of "Lost Levels" - I don't think it can be done in SMB1.
by strat
Fri May 08, 2020 7:38 am
Forum: Other Retro Dev
Topic: Using Leaked Nintendo Source Code Poses Serious Legal Risk to Emulators [link]
Replies: 12
Views: 6282

Re: Using Leaked Nintendo Source Code Poses Serious Legal Risk to Emulators [link]

It doesn't even matter if Nintendo has a case or not - they can shut down any emulator project with the proverbial snap. Sony's case against Bleem! was dismissed, but not before shutting that company down (that said, Bleem! was selling their emulator). The Dolphin devs are right - they don't want to...
by strat
Tue May 05, 2020 10:23 pm
Forum: General Stuff
Topic: Nintendo legacy console leak
Replies: 5
Views: 4075

Re: Nintendo legacy console leak

Whatever source code in this leak probably isn't much more useful for N64 and Wii emulation than what emu devs already know. There's even a good chance the programmer comments and naming conventions would create more trouble just figuring out the code than it's worth. When you apply to big gaming co...
by strat
Wed Apr 29, 2020 11:31 pm
Forum: General Stuff
Topic: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?
Replies: 38
Views: 15319

Re: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?

What is surprising is that they could make contract that made it "illegal" for a developer to port their game to competitor systems, this is clearly against free market. At worst Nintendo could threaten to limit or stop doing business with them, but this hurts both parties. I could see reasons so t...
by strat
Tue Apr 28, 2020 7:15 pm
Forum: Homebrew Projects
Topic: Mega Man 9 remade into an NES ROM
Replies: 11
Views: 4824

Re: Mega Man 9 remade into an NES ROM

I distinctly remember someone here made a MM9 NES demo that had map scrolling (but no gameplay). It would be interesting to see how the swinging platforms in Jewel Man's stage would work without miserable flickering (maybe a mapper IRQ?).