2014 NESDev Compo - Guidelines/Rules

Moderator: Moderators

User avatar
infiniteneslives
Posts: 2097
Joined: Mon Apr 04, 2011 11:49 am
Location: WhereverIparkIt, USA
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by infiniteneslives » Sat Dec 07, 2013 10:05 am

tepples wrote:Then it might be better to frame it as mapper-specific advice:

I think that sounds good.
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

User avatar
qbradq
Posts: 943
Joined: Wed Oct 15, 2008 11:50 am

Re: 2014 NESDev Compo - Guidelines/Rules

Post by qbradq » Sat Dec 07, 2013 10:40 am

I like the mapper-specific guidelines. That helps a heck of a lot!

User avatar
Punch
Posts: 337
Joined: Sat Feb 16, 2013 11:52 am

Re: 2014 NESDev Compo - Guidelines/Rules

Post by Punch » Wed Dec 11, 2013 4:21 pm

I'm definitely in. Just for clarification, is it ok if I build my game as a regular NROM? If I understood it correctly, I just need to leave FFD0 to FFF9 free and the soft reset, nmi and irq handles will get replaced when building the compilation cart?

Also, is source code required to be gived? Is there any problem to release work in progress ROM images to the public during the course of the competition?
This is a block of text that can be added to posts you make. There is a 255 character limit.

tepples
Posts: 21707
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by tepples » Wed Dec 11, 2013 4:43 pm

Punch wrote:I'm definitely in. Just for clarification, is it ok if I build my game as a regular NROM?

Yes. The menu will take care of initializing the mapper for you.

If I understood it correctly, I just need to leave FFD0 to FFF9 free and the soft reset, nmi and irq handles will get replaced when building the compilation cart?

NMI and IRQ will get left alone (except in 8K entries). Reset will get changed.

Source code is not required, just helpful to get it onto the cartridge, especially if it's an 8K game that will be paired with another 8K game in a 16K bank. In that case, source code would help me make the NMI dispatcher. And any entry that has source code can be used as an example for helping others learn to code.

The policy on official leaking of WIP ROMs is out of my hands. But I'll probably be using at least one leak detection measure on copies of my own entry given to testers to make sure they don't compromise confidentiality.

User avatar
infiniteneslives
Posts: 2097
Joined: Mon Apr 04, 2011 11:49 am
Location: WhereverIparkIt, USA
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by infiniteneslives » Wed Dec 11, 2013 8:26 pm

Punch wrote:Is there any problem to release work in progress ROM images to the public during the course of the competition?
I don't see any issue with sharing progress while the competition is going.
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

User avatar
NESHomebrew
Formerly WhatULive4
Posts: 393
Joined: Fri Oct 30, 2009 4:43 am
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by NESHomebrew » Thu Dec 12, 2013 1:14 am

I'm all for a more open development/progress report type of contest. Not everyone has friends that can test things out and give feedback. Plus, you can get good ideas from testers that you may not have thought of.

User avatar
Punch
Posts: 337
Joined: Sat Feb 16, 2013 11:52 am

Re: 2014 NESDev Compo - Guidelines/Rules

Post by Punch » Thu Dec 12, 2013 8:01 am

Sorry if it is a dumb question, but for the 8kb games does that include the graphics? Will I be able to use a 8kb NROM project with plus 8kb character rom, or is a one bank UNROM project more apropriate?
This is a block of text that can be added to posts you make. There is a 255 character limit.

tepples
Posts: 21707
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by tepples » Thu Dec 12, 2013 8:43 am

Punch wrote:Sorry if it is a dumb question, but for the 8kb games does that include the graphics? Will I be able to use a 8kb NROM project with plus 8kb character rom, or is a one bank UNROM project more apropriate?

It's the sum of PRG + CHR. So yes, it'd be to your advantage to do a small UNROM because then you can compress the graphics. If you want help with compressing your CHR data, I can let you use my Python compressor and 6502 decompressor.

Zelex
Posts: 267
Joined: Fri Apr 29, 2011 9:44 pm

Re: 2014 NESDev Compo - Guidelines/Rules

Post by Zelex » Thu Dec 12, 2013 11:36 pm

You should let people donate prize money.

User avatar
tokumaru
Posts: 11437
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: 2014 NESDev Compo - Guidelines/Rules

Post by tokumaru » Fri Dec 13, 2013 6:24 am

Why exactly does $FFD0-$FFF9 have to be left unused in all games, since according to the documentation of mapper 28 the last 16 KB of ROM is consistently mapped into $C000-$FFFF on power up?

tepples
Posts: 21707
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by tepples » Fri Dec 13, 2013 7:04 am

So that switching games doesn't need a power cycle.

User avatar
tokumaru
Posts: 11437
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: 2014 NESDev Compo - Guidelines/Rules

Post by tokumaru » Fri Dec 13, 2013 8:10 am

tepples wrote:So that switching games doesn't need a power cycle.

I see... if you don't reset the mapper the RESET button will reset the current game as opposed to going back to the menu, is that it?

Drag
Posts: 1274
Joined: Mon Sep 27, 2004 2:57 pm
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by Drag » Fri Dec 13, 2013 11:05 pm

Makes sense to me. The menu can trampoline to the game's reset code when you select it, leaving the actual reset vector to point to a bootstrap that can initialize the mapper to start the menu after a reset.

In addition, you'd be able to exit to the multicart menu by indirectly jumping through the reset vector. There you go, an "exit game" option at your title screen. :P

User avatar
NESHomebrew
Formerly WhatULive4
Posts: 393
Joined: Fri Oct 30, 2009 4:43 am
Contact:

Re: 2014 NESDev Compo - Guidelines/Rules

Post by NESHomebrew » Fri Dec 13, 2013 11:59 pm

Zelex wrote:You should let people donate prize money.

That is what we did with the first contest, but it isn't really necessary since we have money sitting in a bank account to go towards future contests and cart production. Besides, I've looked at quite a few contests where they rely on community to donate funds and I didn't see any that came close to what we are offering for this contest.

User avatar
Hamtaro126
Posts: 763
Joined: Thu Jan 19, 2006 5:08 pm

Re: 2014 NESDev Compo - Guidelines/Rules

Post by Hamtaro126 » Sat Dec 14, 2013 1:04 am

Tepples has a good change, But time to spice things up for a challenge, even if I don't join in...

The better way is to change the NESDEV 2014 contest specs to use $FFB0-$FFDF for complete optional SNES or/and FDS header compatibility, and allow a certain range for extra vectors per system:

* $FFFA-FFFF for NES/FDS versions, (using one NMI only for FDS version, nulling $FFF6-$FFF9, SNES-specific vectors can be disabled or nulled)

* $FFE0-FFFF for SNES versions

* Can use replacements for SNES instructions as long as you do trickery such as the provided bankswitch rules as well as make your own macros for them, etc...

* You need at least a NES version of the program to enter the contest!

* Speed coding is allowed, As long as everything is working OK as far stability

Then again, The author chooses the rules... So it's optional to review

Edit: Added one!
AKA SmilyMZX/AtariHacker.

Post Reply