New game - Driar

A place where you can keep others updated about your NES-related projects through screenshots, videos or information in general.

Moderator: Moderators

lidnariq
Posts: 10277
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: New game - Driar

Post by lidnariq » Thu Sep 13, 2012 8:53 pm

Three pages of 16384 bytes all 255s, two half pages of 8192 bytes, one 255s, one 0s. So, yes, absolutely nothing was cut.

3gengames
Formerly 65024U
Posts: 2281
Joined: Sat Mar 27, 2010 12:57 pm

Re: New game - Driar

Post by 3gengames » Thu Sep 13, 2012 8:56 pm

As it sits, would it be possible to easily change it to CNROM?

ETA: Not easy, uses CHR-RAM tricks to help animations have a little more spice and timing differences, so not easy. Oh well, 64KB UNROM is good enough. :)

lidnariq
Posts: 10277
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: New game - Driar

Post by lidnariq » Thu Sep 13, 2012 9:23 pm

The levels, chr animations, title screen, are completely uncompressed. I don't know how MUSE stores its data, or how optimized its engine is for space. There's somewhere around another 20KiB or so that are obviously just padding still. Chances are good that the full game could be stuffed into 32kiB + CHR RAM.
Counted by hexdump's output, there are ≈30000 bytes of sequences of 16 bytes that are an exact repetition of the previous 16.

User avatar
thefox
Posts: 3141
Joined: Mon Jan 03, 2005 10:36 am
Location: Tampere, Finland
Contact:

Re: New game - Driar

Post by thefox » Fri Sep 14, 2012 12:08 am

lidnariq wrote:I don't know how MUSE stores its data, or how optimized its engine is for space.
Let's just say space usage wasn't a top priority when making it. :) In this case, it looks like the music/sfx data takes about 7.5 KB and MUSE itself takes 8 KB. As a "funny" detail, MUSE doesn't seem to be aligned to a 256 byte page like it should be (the alignment is off by 8 bytes). There's a multiplication table right at the beginning of the page so the lookups are shifted a little, but apparently not so much that it would cause any major havoc.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi

User avatar
jayminer
Posts: 74
Joined: Mon Apr 25, 2005 12:28 pm
Location: Umeå, Sweden
Contact:

Re: New game - Driar

Post by jayminer » Fri Sep 14, 2012 12:27 am

thefox wrote:
lidnariq wrote:I don't know how MUSE stores its data, or how optimized its engine is for space.
Let's just say space usage wasn't a top priority when making it. :) In this case, it looks like the music/sfx data takes about 7.5 KB and MUSE itself takes 8 KB. As a "funny" detail, MUSE doesn't seem to be aligned to a 256 byte page like it should be (the alignment is off by 8 bytes). There's a multiplication table right at the beginning of the page so the lookups are shifted a little, but apparently not so much that it would cause any major havoc.
I noticed the problem with MUSE not being aligned properly when we started working on our next project, some songs sounded really odd, I think it was pitch-bending that messed up :P

All in all, we didn't spend any time compressing anything, since we had the space and we just wanted the game finished to move on with the next project, so there are quite some sloppy things in there. I think it could have fit in 32kB PRG if we had spent time on compression.
-----
slightly bored and severly confused...

lidnariq
Posts: 10277
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: New game - Driar

Post by lidnariq » Mon Oct 29, 2012 11:34 pm

Jayminer mentioned that the NTSC build loses its NTSC state when you pause, so the attached build fixes that. I figure I should get this out there before it's incorporated into Action 53: Part 1.

I also fixed the NES2 headers to actually specify 8KB CHRRAM, oops

I've been working on packing this down smaller, and have a functional NROM-368 (+CHRRAM) build right now, but I'm trying to get it smaller and am now fixing bugs I've introduced.
Attachments
DriarMiniUNROM.7z
(17.23 KiB) Downloaded 335 times

User avatar
jayminer
Posts: 74
Joined: Mon Apr 25, 2005 12:28 pm
Location: Umeå, Sweden
Contact:

Re: New game - Driar

Post by jayminer » Tue Oct 30, 2012 1:23 am

Nice!
-----
slightly bored and severly confused...

lidnariq
Posts: 10277
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: New game - Driar

Post by lidnariq » Thu Nov 15, 2012 2:44 am

Hello everyone!

After the UNROM hacks I made, I requested the source from jayminer to see if I could do any better.

I could! Three weeks of playing with it has enabled me to pack the entire game in NROM, as well as add the following features:
  • Automatic NTSC/PAL detection, used for compensating palette and in MUSE
  • Vertical calibration for NTSC sets (previously it was fixed to 8+224+8)
  • Enemies' border color is no longer $0D
  • Little easter egg on the "you win" screen
EDIT: don't download this one! Download this one instead.

Replacing the chrram-uploading animation with something that would work with NROM was somewhat hilarious, and you might be amused to look at RAM from $04E0-$0895.
Attachments
DriarNROM(UE).7z
(16.08 KiB) Downloaded 347 times
Last edited by lidnariq on Mon Sep 30, 2013 3:03 pm, edited 1 time in total.

User avatar
thefox
Posts: 3141
Joined: Mon Jan 03, 2005 10:36 am
Location: Tampere, Finland
Contact:

Re: New game - Driar

Post by thefox » Thu Nov 15, 2012 8:29 am

Very nice job. :)
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi

tepples
Posts: 22288
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: New game - Driar

Post by tepples » Thu Nov 15, 2012 8:32 am

lidnariq wrote:you might be amused to look at RAM from $04E0-$0895.
$0895? I thought RAM was $0000-$07FF. Or are you overwriting half of the zero page?

I'll try it after work this evening.

User avatar
tokumaru
Posts: 12003
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: New game - Driar

Post by tokumaru » Thu Nov 15, 2012 11:24 am

tepples wrote:$0895? I thought RAM was $0000-$07FF. Or are you overwriting half of the zero page?
Apparently, he is! $04E0-$0895 appears to contain unrolled code (lots of writes to $2006 and $2007) to animate the stars.

3gengames
Formerly 65024U
Posts: 2281
Joined: Sat Mar 27, 2010 12:57 pm

Re: New game - Driar

Post by 3gengames » Fri Nov 16, 2012 6:21 pm

On the 32KB version, I got it to crash by standing during the beginning of the 2nd level, and then when I want to move the background just went all weird and sprites froze. I'm using FCEUX 2.1.5 to play.

User avatar
infiniteneslives
Posts: 2102
Joined: Mon Apr 04, 2011 11:49 am
Location: WhereverIparkIt, USA
Contact:

Re: New game - Driar

Post by infiniteneslives » Fri Nov 16, 2012 8:41 pm

3gengames wrote:On the 32KB version, I got it to crash by standing during the beginning of the 2nd level
What do you mean by 'standing' exactly?
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

3gengames
Formerly 65024U
Posts: 2281
Joined: Sat Mar 27, 2010 12:57 pm

Re: New game - Driar

Post by 3gengames » Fri Nov 16, 2012 8:46 pm

Just not pressing anything. I minimized the emu to do something, was about 30-45ish seconds. Brought it up, pressed right and jumped and it froze. Needed to reboot.

lidnariq
Posts: 10277
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: New game - Driar

Post by lidnariq » Fri Nov 16, 2012 8:52 pm

Reproduction instructions? I can't get that to happen with either nestopia-1.4.0h nor fceux-2.1.5 on debian sid.

Post Reply