Search found 100 matches
- Thu Aug 27, 2015 3:56 pm
- Forum: NESdev
- Topic: Which randomizer to use?
- Replies: 32
- Views: 10413
Re: Which randomizer to use?
This game creates 3 "random" single numbers. Each one is updated AT LEAST once per frame. Sometimes there are subroutines that re-update the randoms mid frame. Basically the randoms are generated by adding prime numbers to each other. This has he problem of looping every 256 frames. Is it me or it ...
- Thu Aug 27, 2015 11:05 am
- Forum: NESdev
- Topic: Which randomizer to use?
- Replies: 32
- Views: 10413
Re: Which randomizer to use?
Just chiming in on the method used in a game I've been commenting the dissassembly for: Tecmo Super Bowl. It doesn't look as good as the other methods posted but just thought I'd share it. It's a PRNG. This game creates 3 "random" single numbers. Each one is updated AT LEAST once per frame. Sometime...
- Tue Jun 09, 2015 9:55 am
- Forum: Newbie Help Center
- Topic: What's the most accurate NES emulator? Demo differences...
- Replies: 27
- Views: 8189
Re: What's the most accurate NES emulator? Demo differences.
I'm pretty sure the Retron5 is just using the FCEUX source for emulating NES games....
- Mon Jun 08, 2015 9:56 pm
- Forum: NESemdev
- Topic: Netplay strategies
- Replies: 18
- Views: 7468
Re: Netplay strategies
Another good article on the subject of TCP vs UDP
https://1024monkeys.wordpress.com/2014/ ... dp-vs-tcp/
https://1024monkeys.wordpress.com/2014/ ... dp-vs-tcp/
- Mon Jun 08, 2015 12:36 pm
- Forum: NESemdev
- Topic: Netplay strategies
- Replies: 18
- Views: 7468
Re: Netplay strategies
Sorry last post... For game that require near frame level responsiveness you don't want the extra delay that TCP by its very nature demands unless I'm understanding things wrong... you ALWAYS have to wait for the acknowledge. Versus using UDP you just have ask for a re-transmit on the rare times the...
- Mon Jun 08, 2015 12:21 pm
- Forum: NESemdev
- Topic: Netplay strategies
- Replies: 18
- Views: 7468
Re: Netplay strategies
The buffering methodology Tepples describes (re: the emulator working on input 4 frames behind what's active) is commonly used, but the problem is that 4 frames is sometimes too little, or in other cases too much. It's going to vary based on several variables, absolutely none of which your emulator...
- Mon Jun 08, 2015 12:10 pm
- Forum: NESemdev
- Topic: Netplay strategies
- Replies: 18
- Views: 7468
Re: Netplay strategies
I guess I haven't seen how prediction would look on sports game on the nes where things happen every frame. If too many frames go by and the actual input is different isn't it going to look like the game got "rewound" If the emulator predicts that I didn't press a button to say pass the ball but I a...
- Sun Jun 07, 2015 10:31 pm
- Forum: NESemdev
- Topic: Netplay strategies
- Replies: 18
- Views: 7468
Re: Netplay strategies
Typically you want to use UDP as your method for sending packets for these reasons... http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ Also most NES games aren't set up to take advantage of prediction since re-emulating the frame really isn't an option in a some games. Especially...
- Wed Jun 03, 2015 11:10 am
- Forum: NES Hardware and Flash Equipment
- Topic: [POC] Expand MMC3s Addressbus to allow 1MB PRG on real HW
- Replies: 15
- Views: 7561
Re: [POC] Expand MMC3s Addressbus to allow 1MB PRG on real H
That is one mess of wires. 

- Tue Jun 02, 2015 1:59 am
- Forum: SNESdev
- Topic: No-computation "RNG" by baking random numbers into the ROM
- Replies: 17
- Views: 4426
Re: No-computation "RNG" by baking random numbers into the R
Tecmo super bowl generates 3 psuedo-random numbers every frame by using prime numbers. It stores them in 3B,3C,3D. It adds the prime number to itself once a frame. update_randoms: $3B= random 1 $3C= random 2 $3D= random 3 LDA *$3B ; random1 += 131 CLC ADC #$83 STA *$3B LDA *3C ; random2 += 13 ADC #$...