About "The Disney Afternoon Collection" emulation
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Re: About "The Disney Afternoon Collection" emulation
Wasn't there also some talk about Hello Kitty World on the Famicom being, at least in part, automatically converted from Balloon Kid on the Game Boy, due to the strangeness of the 6502 in that game?
Re: About "The Disney Afternoon Collection" emulation
Well, it's pretty funny. If you intend to convert a NES game to C, then to a x86 executable, it's no doubt you must emulate the hardware, otherwise you're blindfolded. An "engine" is an emulator. The C source code isn't true code, but something within blocks of data to replicate the PPU mechanics (bankswitching, tables, maps and scrolling).
Rockman Complete Works (PS1) has the original ROM on it, but when you run the game, there are a couple of differences - mostly, the lack of slowdown and no sprite flickering (8 sprites limit). Probably it uses an early prototype of such "engine", but still requiring the original ROM. At anyway, it's interesting.
Do you know if the NES Mini Classic use such engine, or all those games are, in fact, emulated?
Rockman Complete Works (PS1) has the original ROM on it, but when you run the game, there are a couple of differences - mostly, the lack of slowdown and no sprite flickering (8 sprites limit). Probably it uses an early prototype of such "engine", but still requiring the original ROM. At anyway, it's interesting.
Do you know if the NES Mini Classic use such engine, or all those games are, in fact, emulated?
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Re: About "The Disney Afternoon Collection" emulation
The way that some of the tiny game logic quirks carry over perfectly hints at something like this.tokumaru wrote:Wasn't there also some talk about Hello Kitty World on the Famicom being, at least in part, automatically converted from Balloon Kid on the Game Boy, due to the strangeness of the 6502 in that game?
I feel this way about Pac-Man for Neo-Geo Pocket Color. It is the only home port that isn't emulated that follows the AI so well and has the little quirks (like turning pac-man as he stops).
Re: About "The Disney Afternoon Collection" emulation
Yes, in this thread among others: viewtopic.php?p=24994#p24994tokumaru wrote:Wasn't there also some talk about Hello Kitty World on the Famicom being, at least in part, automatically converted from Balloon Kid on the Game Boy, due to the strangeness of the 6502 in that game?
ccovell wrote:On a related note, Hello Kitty World on the Famicom is a conversion of Balloon Fight GB on the Gameboy, and if it's not a totally automated conversion, it's at least pretty close IMO.
Making hacks for HKW was pretty tough, because for almost every variable in the game, the code does this:
load A with the variable from whatever RAM location
save it to $20-$2x in ZP
modify it in ZP
load it into A then save it back to whatever RAM location.
That always struck me as very Z-80-like.
Re: About "The Disney Afternoon Collection" emulation
It's probably easier to just stick the entire program rom in there instead of just extracting the bits that you need to read as data. the CHR rom is a given, of course.Zepper wrote: Rockman Complete Works (PS1) has the original ROM on it, but when you run the game, there are a couple of differences - mostly, the lack of slowdown and no sprite flickering (8 sprites limit). Probably it uses an early prototype of such "engine", but still requiring the original ROM. At anyway, it's interesting.
Emulated, since people have been able to hack it to play any game in the NES library.Do you know if the NES Mini Classic use such engine, or all those games are, in fact, emulated?
Re: About "The Disney Afternoon Collection" emulation
I found a citation for Apple's former restriction on interpreters: Apple Eases Up on Restrictions on Interpreted Code in iPhone Developer Agreement, via Slashdottepples wrote:That and for a period of several months years ago, Apple's App Store Review Guidelines required a port because Apple was trying to kill Adobe AIR. Apple wouldn't sign an app for distribution to the public for use on iOS devices unless its source code (that is, the preferred form for making modifications to the program) was in either Objective-C++ or JavaScript.Dwedit wrote:Companies are scared of using a real emulator for some reason, and want a port instead so they can avoid legal risks.
Re: About "The Disney Afternoon Collection" emulation
…though the emulator only had limited mapper support.Sumez wrote:Emulated, since people have been able to hack it to play any game in the NES library.Do you know if the NES Mini Classic use such engine, or all those games are, in fact, emulated?
Re: About "The Disney Afternoon Collection" emulation
Mappers 0, 1, 2, 3, 4, 5, 7, 9 is still quite a lot of games. (yes, it even supported MMC5...) And if that isn't enough, you throw Retroarch on the thing.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
Re: About "The Disney Afternoon Collection" emulation
The only good game is DuckTales. Chip'n Dale wasn't fun, and I mean when I was 15 old. ^_^;; Talespin is the same.
Darkwing Duck... I got it as an hack (Mega Man 5) - you play as Mega Man. Later, I played the original game at all.
Darkwing Duck... I got it as an hack (Mega Man 5) - you play as Mega Man. Later, I played the original game at all.
Re: About "The Disney Afternoon Collection" emulation
I love the Chip 'n Dale and Darkwing Duck NES games!
Re: About "The Disney Afternoon Collection" emulation
I remember that Megaman with a identity crisis!!Zepper wrote:I got it as an hack (Mega Man 5)
At least on the pirate hack I played at the begining of the stages and in the intoduction he screamed "I'm Darkwing Duck!"
I laughed out loud back in the day!!
I liked Chip n' Dale too. Not that much, but was enough to make me finish the game.tokumaru wrote:I love the Chip 'n Dale
I remember the last stage seemed atrocious to me back them.
I think I was 12 when I finished it... not sure though.
I need to revisit both them!!
Re: About "The Disney Afternoon Collection" emulation
2039 by Bootgod's count. (9's a singleton, though.)Dwedit wrote:Mappers 0, 1, 2, 3, 4, 5, 7, 9 is still quite a lot of games. (yes, it even supported MMC5...) And if that isn't enough, you throw Retroarch on the thing.
My philosophy BG trained me to attack easily-refutable statements such as "all" or "not any"…
I recall hearing rumor that DWD uses a slightly-modded Megaman 5 engine. (The arrow probably led to this.)
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Re: About "The Disney Afternoon Collection" emulation
Funny... this program expires 23rd June 2016. We have a problem!
Re: About "The Disney Afternoon Collection" emulation
Well... back to the topic. What kind of operations would replace "the skinny on NES scrolling" logic? Plus, what about cycle counting present in APU and PPU? Do you believe in code suppression like the NES scrolling and PPU reads/writes at all? Graphics are converted into a suitable format, ok, much like new memory for the NES RAMs (main, sprites and pattern tables), but I wonder about the inner PPU operations to get the game working fine.
If you take a timeline, we have the Rockman Complete Works on Playstation 1 using an engine that improves the original game code (no slowdowns, for example), but the ROM is still there (graphics were ported though). Later, the Virtual Console bringing copies of the ROM images built-in with an emulator + save states (remember the iNES header issue?). Then, Mega Man 9 and 10 - I wonder if this is the starting point for an engine and C port of the NES games. At last, the MegaMan Collection and Disney AC bringing such engine - games were ported to C and compiled.
If you take a timeline, we have the Rockman Complete Works on Playstation 1 using an engine that improves the original game code (no slowdowns, for example), but the ROM is still there (graphics were ported though). Later, the Virtual Console bringing copies of the ROM images built-in with an emulator + save states (remember the iNES header issue?). Then, Mega Man 9 and 10 - I wonder if this is the starting point for an engine and C port of the NES games. At last, the MegaMan Collection and Disney AC bringing such engine - games were ported to C and compiled.