Search found 375 matches

by strat
Sun Jul 13, 2008 5:07 pm
Forum: NESdev
Topic: comprehensive SMB1 disassembly
Replies: 142
Views: 56375

Have you tried making a split screen demo from scratch using your own graphics? And why do you want to get SMB working without sprite 0? -It's how the game times its updates -It was designed from the ground up to work this way -When you waste a lot of time not getting something done, it's best to mo...
by strat
Sun Jul 13, 2008 4:39 pm
Forum: NESdev
Topic: Does Mega Man 9 run on a NES emulator?
Replies: 31
Views: 15024

I'm pretty sure that's Wii software under the hood. Anyway, making a new gen game with 8-bit graphics is just too cool for words, especially when you've got classic Megaman design going.
by strat
Sat Jul 12, 2008 5:19 pm
Forum: NESdev
Topic: Does Mega Man 9 run on a NES emulator?
Replies: 31
Views: 15024

From what Inafune says here, graphic design was a much bigger challenge than creating an old-style engine.
by strat
Thu Jul 10, 2008 4:27 am
Forum: NESdev
Topic: SMB 2-player Hack?
Replies: 32
Views: 21928

Would it even be possible to add code to the SMB ROM without bank switching?
by strat
Wed Jul 09, 2008 3:59 am
Forum: NESdev
Topic: comprehensive SMB1 disassembly
Replies: 142
Views: 56375

I made a hack to SMB using Dopple's doc, but my sights were aimed very low - changed the byte at $D12B to 0 to make Bowser throw hammers in world 1-5 (which works, but his flames often break the sprite limit and vanish).
by strat
Tue Jul 08, 2008 8:07 pm
Forum: NESdev
Topic: ca65 examples
Replies: 77
Views: 39849

If the tutorial is about programming the NES by definition, referring to other 6502 systems might be distracting. The asm syntax, addressing modes, and i/o ports are really three different things to grasp. Beginners should be aware up front that they'll have to study all three to make software (plus...
by strat
Thu May 15, 2008 4:53 am
Forum: NESdev
Topic: I still cannot make SMB1 use a different attribute engine!
Replies: 33
Views: 14749

teaguecl wrote:I'm still convinced this is a joke, and he's been dragging us down for months.
I'm still laughing from the time he wanted to port SMB to the b&w Gameboy!

Is it only me, or did he not come up with these threads until after Doppleganger released his reverse-engineered SMB source?
by strat
Wed Apr 23, 2008 10:09 pm
Forum: NESdev
Topic: NES Transcoder - Can Anyone try to Reprogram?
Replies: 32
Views: 11352

I'm not sure what you mean by 'acquired colors' but they're identical for the most part. The shades on GBC might be brighter. If the screenshots were properly scaled and cropped it might be hard to tell them apart. Disappointingly, the deluxe version of Lost Levels has the tileset from SMB and Mario...
by strat
Wed Apr 23, 2008 4:00 pm
Forum: NESdev
Topic: NES Transcoder - Can Anyone try to Reprogram?
Replies: 32
Views: 11352

SMB2 and SMB3 seem to have fared better during the conversion process than SMB1 and Lost Levels, though: both of those games have some odd quirks not present in the originals (for example, Super Mario does not rebound properly when he smashes a brick). That was probably done on purpose, but yeah, I...
by strat
Tue Apr 22, 2008 9:38 pm
Forum: NESdev
Topic: NES Transcoder - Can Anyone try to Reprogram?
Replies: 32
Views: 11352

1) The SNES's CPU is backwards compatible with the NES's (it even has a 6502 "emulation" mode), so code conversion wouldn't even be necessary apart for a few initialization things and things you'd have to do anyway (like the code that interfaces with the PPU/APU/etc) Has anyone looked through All-s...
by strat
Mon Apr 21, 2008 7:00 pm
Forum: NESdev
Topic: NES Transcoder - Can Anyone try to Reprogram?
Replies: 32
Views: 11352

Re: NES Transcoder - Can Anyone try to Reprogram?

Hamtaro126 wrote:I am planning to use this for a NES to Sega Genesis conversion of SMB.
You are funny.

Why would anyone want to develop on the Genesis? You can count the games with good music on one bollock.
by strat
Tue Apr 08, 2008 1:23 pm
Forum: NESdev
Topic: ca65 examples
Replies: 77
Views: 39849

Yeah, macros are kind of confusing at first, but when you write lengthy programs you'll love them real quick.
by strat
Tue Apr 08, 2008 1:00 pm
Forum: NESdev
Topic: ca65 examples
Replies: 77
Views: 39849

It's pretty likely that 'timer' in lda Timer+3,x is a macro, meaning it would be declared like

timer = $06

and that instruction would actually assemble to lda $09,x.

Actually, when I started using that thing, I got macros and variables mixed up and went crazy using INC on some macro. Ah, noobs.
by strat
Tue Apr 08, 2008 12:21 pm
Forum: NESdev
Topic: ca65 examples
Replies: 77
Views: 39849

Also, about this shell you mentioned - who's making it and using what? It should be pretty easy to write a console 6502 emulator in pretty much any high-level programming language... I'm thinking something like the Python IDLE or MATLAB, but in a DOS window. I learned 6502 on this thing. http://hom...
by strat
Mon Apr 07, 2008 6:59 pm
Forum: NESdev
Topic: SMB 2-player Hack?
Replies: 32
Views: 21928

You'd have to patch every single routine that handles player/object collisions--including potentially complex things like the flagpole and end-of-world sequences--to handle two different sets of player variables. It would probably work if there's a double set of player variables and every routine h...