Search found 100 matches

by hackfresh
Thu Aug 27, 2015 3:56 pm
Forum: NESdev
Topic: Which randomizer to use?
Replies: 32
Views: 7760

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 ...
by hackfresh
Thu Aug 27, 2015 11:05 am
Forum: NESdev
Topic: Which randomizer to use?
Replies: 32
Views: 7760

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...
by hackfresh
Tue Jun 09, 2015 9:55 am
Forum: Newbie Help Center
Topic: What's the most accurate NES emulator? Demo differences...
Replies: 27
Views: 6515

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....
by hackfresh
Mon Jun 08, 2015 9:56 pm
Forum: NESemdev
Topic: Netplay strategies
Replies: 18
Views: 5815

Re: Netplay strategies

Another good article on the subject of TCP vs UDP


https://1024monkeys.wordpress.com/2014/ ... dp-vs-tcp/
by hackfresh
Mon Jun 08, 2015 12:36 pm
Forum: NESemdev
Topic: Netplay strategies
Replies: 18
Views: 5815

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...
by hackfresh
Mon Jun 08, 2015 12:21 pm
Forum: NESemdev
Topic: Netplay strategies
Replies: 18
Views: 5815

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...
by hackfresh
Mon Jun 08, 2015 12:10 pm
Forum: NESemdev
Topic: Netplay strategies
Replies: 18
Views: 5815

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...
by hackfresh
Sun Jun 07, 2015 10:31 pm
Forum: NESemdev
Topic: Netplay strategies
Replies: 18
Views: 5815

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...
by hackfresh
Tue Jun 02, 2015 1:59 am
Forum: SNESdev
Topic: No-computation "RNG" by baking random numbers into the ROM
Replies: 17
Views: 3644

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 *$3B LDA *3C ; random2 += 13 ADC #$...