It is currently Wed Oct 18, 2017 6:11 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 141 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next
Author Message
PostPosted: Thu Oct 06, 2016 8:52 pm 
Online

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19093
Location: NE Indiana, USA (NTSC)
We are, as Free Software Fanatics might say, distributing copies of the games on the multicart for a fee. That's commercial.


Top
 Profile  
 
PostPosted: Fri Oct 07, 2016 6:41 am 
Offline
User avatar

Joined: Sat Jan 09, 2016 9:21 pm
Posts: 211
Location: Central Illinois, USA
Good enough for me, thanks

_________________
My games: http://www.bitethechili.com


Top
 Profile  
 
PostPosted: Mon Oct 10, 2016 11:25 am 
Offline

Joined: Mon Nov 11, 2013 2:55 pm
Posts: 22
Location: Minsk, Belarus
Is it possible to add this one to the Category 2 (the non-contest category)? =) It was heavily updated when this contest just started.

UPD. I've found a bug with speed when not FCEUX is used. So, it will be updated soon =)


Top
 Profile  
 
PostPosted: Wed Oct 12, 2016 9:15 am 
Offline

Joined: Mon Nov 11, 2013 2:55 pm
Posts: 22
Location: Minsk, Belarus
New version of my demo "Unchained Nostalgia" is released. Now it works fine on real hardware.
Topic on this board is here: http://forums.nesdev.com/viewtopic.php?f=22&t=10672


Top
 Profile  
 
PostPosted: Thu Dec 01, 2016 3:20 pm 
Offline
User avatar

Joined: Sat Feb 16, 2013 11:52 am
Posts: 218
Is there any battery-backed like save capabilities on the A53 compo cart? I recall vaguely that this was being discussed in the last competition.

_________________
This is a block of text that can be added to posts you make. There is a 255 character limit.


Top
 Profile  
 
PostPosted: Thu Dec 01, 2016 4:44 pm 
Online

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19093
Location: NE Indiana, USA (NTSC)
The mapper supports WRAM in the same way as the iNES version of discrete mappers, equivalent to a 7420 decoding $6000-$7FFF. But it doesn't offer any way to isolate one game's WRAM from another. There are a few ways that could be addressed:

  1. Run two outer bank bits to A14-A13 of the WRAM. Allow only three games to save, and have all other games use WRAM bank 0.
  2. Run two outer bank bits to A14-A13 of the WRAM. Run all games in WRAM banks 1-3, and add a library that copies data (smaller than 8K) in and out of WRAM bank 0.
  3. Add 8K of non-bankable WRAM and make the first few sectors of the ROM self-flashable, with a library that copies files in and out of a log-structured file system.
  4. If possible, fit your campaign's state into 32 bits or less, which is small enough to make a practical password system.

What all state do you want to save in your game?


Top
 Profile  
 
PostPosted: Thu Dec 01, 2016 9:04 pm 
Offline
User avatar

Joined: Sat Feb 16, 2013 11:52 am
Posts: 218
tepples wrote:
The mapper supports WRAM in the same way as the iNES version of discrete mappers, equivalent to a 7420 decoding $6000-$7FFF. But it doesn't offer any way to isolate one game's WRAM from another. There are a few ways that could be addressed:

  1. Run two outer bank bits to A14-A13 of the WRAM. Allow only three games to save, and have all other games use WRAM bank 0.
  2. Run two outer bank bits to A14-A13 of the WRAM. Run all games in WRAM banks 1-3, and add a library that copies data (smaller than 8K) in and out of WRAM bank 0.
  3. Add 8K of non-bankable WRAM and make the first few sectors of the ROM self-flashable, with a library that copies files in and out of a log-structured file system.
  4. If possible, fit your campaign's state into 32 bits or less, which is small enough to make a practical password system.

What all state do you want to save in your game?


I want to save a scoreboard. I want 3 characters for a name + 6 digit score (20 bits ~ 3 bytes). If I use 32 characters for the name entries, I'll have 15 bits ~ 2 bytes per name, or 3 bytes for more characters. 6 bytes per entry, 30 for a table with 5 entries.

Not having saved WRAM is no big deal for me since almost every arcade style game doesn't have a battery backed WRAM to save scores anyway. For me it's more of a luxury than a necessity.

_________________
This is a block of text that can be added to posts you make. There is a 255 character limit.


Top
 Profile  
 
PostPosted: Fri Dec 02, 2016 2:48 am 
Offline

Joined: Mon May 27, 2013 9:40 am
Posts: 351
Wouldn't the easiest way to achieve this be that entrants who wish to use save ram ask for an amount and are given a reserved fixed address range they should adhere to?

_________________
http://www.mojontwins.com


Top
 Profile  
 
PostPosted: Fri Dec 02, 2016 3:48 am 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 5713
Location: Canada
Isn't it going to be on flash ROM anyway? You could use flash to save stuff without needing a battery.


Top
 Profile  
 
PostPosted: Fri Dec 02, 2016 10:02 am 
Online

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19093
Location: NE Indiana, USA (NTSC)
That's what I meant by "make the first few sectors of the ROM self-flashable, with a library that copies files in and out of a log-structured file system." But if we go that route, the library would have to be extra careful not to brick the game, or we'd need logic in the mapper CPLD to allow write enables to go through to the flash chip only in low-numbered outer banks. (Anyone remember bridging SL1 when installing FlashMe custom firmware on a DS?)


Top
 Profile  
 
PostPosted: Fri Jan 06, 2017 7:27 pm 
Offline
User avatar

Joined: Thu Sep 07, 2006 1:08 pm
Posts: 535
Location: United States
This may sound like a dumb question, but...

Where do we submit our entries? :? I was hoping the website would have more details:

http://nesdevcompo.nintendoage.com/

_________________
Ruling the World One Bean™ at a Time...


Top
 Profile  
 
PostPosted: Sat Jan 07, 2017 7:39 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1771
Location: DIGDUG
Quote:
Please reply on this thread, PM me, or email NESHomebrew@gmail.com with any questions or clarification. Thanks and GOOD LUCK to all entrants!


I'm not an official, so I'm speculating...

It seems to me that NESHomebrew and tepples are 'running the show', so I would think emailing either/both of them would be considered an official entry. Or posting a ROM in a compo thread should suffice...or do what the Mojon Twins did, and post it on a website, I suppose would work.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Last edited by dougeff on Sat Jan 07, 2017 9:26 am, edited 1 time in total.

Top
 Profile  
 
PostPosted: Sat Jan 07, 2017 7:51 am 
Online

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19093
Location: NE Indiana, USA (NTSC)
I'm not accepting entries through email. The appropriate method will be revealed in a few days.


Top
 Profile  
 
PostPosted: Sun Jan 15, 2017 3:57 am 
Offline
Formerly WhatULive4
User avatar

Joined: Fri Oct 30, 2009 4:43 am
Posts: 336
tepples wrote:
I'm not accepting entries through email. The appropriate method will be revealed in a few days.


I'm not sure if anyone has noticed, but the website has slowly been updated over the last week. If you see anything that looks strange, or have any questions/comments let me know.


Top
 Profile  
 
PostPosted: Tue Jan 24, 2017 3:19 pm 
Offline
User avatar

Joined: Sat Jul 12, 2014 3:04 pm
Posts: 936
I'm surprised this isn't stickied, now that 2016 compo is its own subforum.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 141 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group