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PostPosted: Sun May 25, 2014 8:27 pm 
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tepples wrote:
tsone wrote:
Is it considered safe to have 16K PRG ROM when using iNES mapper #2?

Yes.


In that case it's easy to do. I'll have this in the next revision (#3).


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PostPosted: Sun May 25, 2014 11:44 pm 
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I don't think using 16kb PRG ROM + mapper #2 makes any sense. Use mapper #0 instead if you're not bankswitching PRG-ROM.


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PostPosted: Mon May 26, 2014 1:26 am 
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Bregalad wrote:
I don't think using 16kb PRG ROM + mapper #2 makes any sense. Use mapper #0 instead if you're not bankswitching PRG-ROM.


From the wiki, "Because the board needs to be rewired slightly for CHR RAM, a few emulators do not emulate iNES Mapper 000 (NROM) with CHR RAM."

I just leave my own programs NROM even if I'm using CHR RAM if I'm not bank switching and leave it to the player to change it to BNROM or something if they find their emulators fusses over NROM with CHR RAM, and at least FCEUX and most emulators I've played with don't seem to mind.


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PostPosted: Mon May 26, 2014 11:43 am 
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Bregalad wrote:
I don't think using 16kb PRG ROM + mapper #2 makes any sense. Use mapper #0 instead if you're not bankswitching PRG-ROM.

The point it so get it in a form that makes it easy to include in the action53 multicart.

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PostPosted: Mon May 26, 2014 11:47 am 
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If the ROM is 16384 bytes of PRG ROM and no CHR ROM, mappers 0, 2, and 34 are equivalent.

That and it continues the "double" theme of the rest: it's volume 2, it has Double Action Blaster Guys, and now a game where the tiles collapse and double in value. Finally, it gives me a way to call it a "2048 game multicart" without getting a big phallic nose.


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PostPosted: Mon May 26, 2014 12:17 pm 
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tepples wrote:
Finally, it gives me a way to call it a "2048 game multicart" without getting a big phallic nose.
:lol:

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PostPosted: Mon May 26, 2014 11:00 pm 
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tepples wrote:
If the ROM is 16384 bytes of PRG ROM and no CHR ROM, mappers 0, 2, and 34 are equivalent.


The NROM (mapper #0) wiki page was a source of confusion to me. It isn't explicit about CHR RAM. However this page is far more specific... Just set iNES header CHR ROM banks to zero and you should get CHR RAM with mapper #0.

tepples wrote:
That and it continues the "double" theme of the rest: it's volume 2, it has Double Action Blaster Guys, and now a game where the tiles collapse and double in value. Finally, it gives me a way to call it a "2048 game multicart" without getting a big phallic nose.


:D


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PostPosted: Tue May 27, 2014 9:06 pm 
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Has anyone else with 2048 experience find this version a bit easier than the original? Not, that I'm complaining, I do like to win :)


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PostPosted: Wed May 28, 2014 7:51 pm 
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Very cool! I found it easier too... even tho I didnt win :P


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PostPosted: Thu May 29, 2014 8:02 am 
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guitarzombie wrote:
Very cool! I found it easier too... even tho I didnt win :P


I noticed a bug which made the game more easier. Because of the bug, new tiles got frequently placed in the same position. The player could use this bug to anticipate the next tile position.

I have fixed this in rev #5. As a result the game should be a bit harder :P


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PostPosted: Sat May 31, 2014 4:14 pm 
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My version of 2048 is just about done and better than the one you have posted. I will post it in 2 weeks.


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PostPosted: Sun Jun 01, 2014 6:14 pm 
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Humility 101.

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PostPosted: Mon Jun 02, 2014 12:31 am 
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Punch wrote:
Humility 101.

Lol, I was going to say the same thing. Maybe something got lost in translation...


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PostPosted: Thu Jun 05, 2014 9:21 am 
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Here's my graphical suggestion — a less ugly Q and a slightly modified set of tiles.

Image


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PostPosted: Fri Jun 06, 2014 5:50 pm 
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I used sprites instead of background tiles. That way, the animations are far smoother. The only trade-off is tile size. Mine was designed to be as close to the Android game as possible in color and presentation.


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