It is currently Tue Feb 20, 2018 9:12 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 14 posts ] 
Author Message
 Post subject: Action 53 volume 4
PostPosted: Sat Feb 03, 2018 8:57 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19644
Location: NE Indiana, USA (NTSC)
In this post, NESHomebrew wrote:
here is the complete archive for anyone who wants to check out this years entries!

And here is the first Action 53 volume with multiple CNROM entries. The 13 entries comprise 17 32K PRG ROM banks and 26 8K CHR ROM banks, and there isn't nearly as much unused space within each PRG ROM bank as there had been in the past. This means it actually has to allocate new banks just for CHR ROM.

Now I need the following:

  • Any category 2 entries fit to include
  • Bug testing
  • Improvements to descriptions if necessary
  • A 64x56-pixel screenshot for each activity, cut down to four grays plus two groups of 3 colors (one group per 8x8 pixels). This is a lot more color detail than was possible in the first three volumes.
  • A theme
  • Title screen
  • Box art


Attachments:
a53vol4-page1.7z [292.36 KiB]
Downloaded 64 times
Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sat Feb 03, 2018 9:01 pm 
Offline
User avatar

Joined: Sat Mar 30, 2013 12:24 am
Posts: 285
I'd also like to do packaging design this year if everyone's cool with it.

_________________
www.mteegfx.com


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 10:56 am 
Offline
Formerly 43110
User avatar

Joined: Wed Feb 05, 2014 7:01 am
Posts: 316
Location: us-east
tepples wrote:
[*]Any category 2 entries fit to include


Ok here's my idea for a non-contest entry for the multicart.
A music player that plays music/sfx from all the games on the cart.

I figure that UI and functionality to this will be done before March, and will probably take at most 8KiB of ROM.
The most difficult part of this idea is finding and keeping track of subroutine locations in all the entries.
Namely I need to find subroutines of initialization (easy to find from RST), tick (easy to find from NMI), song_change (hard), sfx_play (hardest).
I also need to figure out how to tap into the directory structure of the menu to figure out what registers to set whenever I swap into the game banks.

In anycase I will be content if my plan falls completely apart. I'll post a new thread on this when I get a proof of concept working.


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 11:49 am 
Online
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1957
Location: DIGDUG
How about Nova the Squirrel?

Nova was so prominent on earlier Action 53 sets, it seems fitting if we put something in v4

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


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 12:22 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19644
Location: NE Indiana, USA (NTSC)
Nova is SNROM for the same reason as Kid Icarus, Metroid, and the early prototypes of Super Mario Bros. 2: it needs more than 2K of RAM accessible outside the vertical blanking period. The programmer is willing to port it to UNROM with a WRAM decoded by the equivalent of a 7420, as in Family BASIC, but I thought we were leaving out WRAM for cost reasons.


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 12:44 pm 
Offline
User avatar

Joined: Fri Feb 27, 2009 2:35 pm
Posts: 228
Location: Fort Wayne, Indiana
Nova the Squirrel isn't done yet either. I'm hoping that it's good enough to include on the final 53 game cart (and justify extra RAM) when that's released, where it could be the "Cheetahmen" of the compilation sort of.

For volume four I think it could be fitting to fix up Quadruple Action Blaster Guys a bit? Maybe add some actual story sequence and an actual ending to properly tie it into being a prequel to Nova the Squirrel? That game's just a plain 32KB NROM so it should be fine.


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 12:56 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19644
Location: NE Indiana, USA (NTSC)
QABG: Somebody That I Used to Know might fit the concept of the remix compo that I've been planning.


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 1:02 pm 
Offline
User avatar

Joined: Sat Feb 21, 2009 12:45 pm
Posts: 10
Location: Crestview, Florida
Really cool to have them in one file. Thank you.


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 4:30 pm 
Offline

Joined: Fri Sep 30, 2016 8:57 pm
Posts: 45
project blue isn't the only game to have totally screwed graphics on that ROM, but it's certainly got it the worst.

is that my fault somehow, and if so, what could the issue be?


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 4:37 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19644
Location: NE Indiana, USA (NTSC)
I think FCEUX 2.2.3 still has bugs in CNROM games in Action 53. This bug was fixed in commit r3339. Try these:



Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 5:12 pm 
Offline
User avatar

Joined: Mon Jan 03, 2005 10:36 am
Posts: 3011
Location: Tampere, Finland
toggle switch wrote:
project blue isn't the only game to have totally screwed graphics on that ROM, but it's certainly got it the worst.

is that my fault somehow, and if so, what could the issue be?

Not related, but FYI that Project Blue is using the "invalid" color $0D during the initial fade in.

_________________
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: kkfos.aspekt.fi


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 5:29 pm 
Online
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1359
Location: Gothenburg, Sweden
Added it to our bug tracking list, thanks thefox!

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 5:51 pm 
Offline

Joined: Fri Sep 30, 2016 8:57 pm
Posts: 45
ahh nice catch. something to look out for when automating fades!

could be fixed simply by using the other gray, they look almost identical in the palette i use. or obviously i could check to make sure the value is never $0D before writing to palette. either should be easy.


Top
 Profile  
 
 Post subject: Re: Action 53 volume 4
PostPosted: Sun Feb 04, 2018 7:19 pm 
Offline

Joined: Fri Sep 30, 2016 8:57 pm
Posts: 45
$0D bug has been fixed and will be included in the next version.

and confirmed working on the newer version of FCEUX, thanks guys.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 1 guest


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