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A question about Super Mario Bros 3 nes and Dragon warrior
http://forums.nesdev.com/viewtopic.php?f=10&t=984
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Author:  EL_CHILENO_LORD_NES [ Mon Jan 23, 2006 12:23 pm ]
Post subject:  A question about Super Mario Bros 3 nes and Dragon warrior

I open Mario bros 3 catridge and it have write ram????? it's possible???

i analyze header of dragon warrior 5 nes. My program say 64 kb
prg-rom and 0 kb chr???? where is saving graphics of dragon warrior?? how???

Author:  Memblers [ Mon Jan 23, 2006 1:39 pm ]
Post subject:  Re: A question about Super Mario Bros 3 nes and Dragon warri

EL_CHILENO_LORD_NES wrote:
I open Mario bros 3 catridge and it have write ram????? it's possible???


Certainly. There's more than a few games that have extra RAM but no battery (like Metroid, MC Kids, Spot are a few that come to mind). Mario 3 likely uses it for uncompressing it's levels.

Quote:
i analyze header of dragon warrior 5 nes. My program say 64 kb
prg-rom and 0 kb chr???? where is saving graphics of dragon warrior?? how???


Usually that would mean it's using CHR-RAM instead of ROM, so graphics would be in PRG memory. I thought the first DW was 32kB PRG and 32kB CHR though. I've never seen a DW5 for NES (officially it was only on Super Famicom).

Author:  Quietust [ Mon Jan 23, 2006 2:03 pm ]
Post subject:  Re: A question about Super Mario Bros 3 nes and Dragon warri

Memblers wrote:
I thought the first DW was 32kB PRG and 32kB CHR though.


Dragon Quest [1] (J) was 32KB PRG 32KB CHR (CNROM), and it didn't have particularly good graphics.
Dragon Warrior [1] (U) was 64KB PRG 16KB CHR (MMC1), being somewhat improved over the Famicom version (one major improvement was having characters face the direction they were walking).

Author:  Guest [ Tue Jan 24, 2006 4:36 am ]
Post subject:  Re: A question about Super Mario Bros 3 nes and Dragon warri

Ok, i see... smb3 have zipped graphics.... i didnt know it... chr-ram is the same that it w-ram????? then chr-ram is zipped inside prg-rom????

Author:  Memblers [ Tue Jan 24, 2006 4:49 am ]
Post subject: 

It's not the same. WRAM is extra RAM for the CPU, CHR-RAM is a replacement for CHR-ROM (for the PPU). SMB3's tiles are in CHR-ROM, but the level map data would be unpacked to RAM.

Author:  tokumaru [ Tue Jan 24, 2006 4:56 am ]
Post subject: 

Games with CHR-RAM have their graphics stored in PRG-ROM, compressed or not. To use them, they must be copied/uncompressed to CHR-RAM. With SMB3, only the level maps are compressed in ROM, not the graphics.

EDIT: Oh, Memblers already said the SMB3 part...

Author:  EL_CHILENO_LORD_NES [ Tue Jan 24, 2006 4:58 am ]
Post subject:  Re: A question...

Level map data = name-table???

VRAM is inside nes rom?????

Author:  tokumaru [ Tue Jan 24, 2006 5:07 am ]
Post subject:  Re: A question...

EL_CHILENO_LORD_NES wrote:
Level map data = name-table???

No. The level map has to eventually be rendered to the name tables so that the players can see anything, but they most definatelly are not the same thing.

Quote:
VRAM is inside nes rom?????

Hum... if the cart has CHR-RAM, sort of. The console has RAM for 2 nametables, the palettes, this kind of stuff. However, some carts have CHR-RAM and even extra RAM for more name tables. Then I think you could say the cart (not the ROM) has VRAM... I'm not sure if it is actually correct to say this, though! =)

Author:  EL_CHILENO_LORD_NES [ Tue Jan 24, 2006 5:15 am ]
Post subject:  Re: A question about Name tables

I am reading nes programming articles on internet....

it say about, pattern tables, name tables... I dont understand very much it.. but i understand any things...

but .. how actually know the game when there are collisions between sprites and any part of background or sprites collisions.. it is used with tables?? or is only prg-code????

Author:  tokumaru [ Tue Jan 24, 2006 5:24 am ]
Post subject:  Re: A question about Name tables

EL_CHILENO_LORD_NES wrote:
but .. how actually know the game when there are collisions between sprites and any part of background or sprites collisions.. it is used with tables?? or is only prg-code????

Sprite x Sprite -> "bounding box" concept, usually;
Sprite x Background -> checking specific player spots against the level map;

There is no hardware way of detecting collisions, it is all done in your program's logic. There is a whole topic (and it is big...) in this board about collisions started by Celius, maybe you should take a look at it: http://www.nesdev.com/bbs/viewtopic.php?t=352

Author:  EL_CHILENO_LORD_NES [ Tue Jan 24, 2006 6:59 am ]
Post subject:  Mappers??

.Nes rom files on internet are a package that contains prg_rom and chr_rom... Then smb3... .nes contains the w-ram???? and the mmc chip (logically)????????

Author:  tepples [ Tue Jan 24, 2006 10:21 am ]
Post subject: 

The iNES format has a code for classes of boards (for example the code is 4 for most boards that have an MMC3 or MMC6). It also assumes that all MMC3 games have a WRAM. Newer file formats (which you usually don't come across on warez sites) can make finer distinctions between boards, but at this stage you don't need to worry about them.

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