It is currently Tue Nov 21, 2017 7:08 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 12 posts ] 
Author Message
PostPosted: Mon Jan 23, 2006 12:23 pm 
I open Mario bros 3 catridge and it have write ram????? it's possible???

i analyze header of dragon warrior 5 nes. My program say 64 kb
prg-rom and 0 kb chr???? where is saving graphics of dragon warrior?? how???


Top
  
 
PostPosted: Mon Jan 23, 2006 1:39 pm 
Offline
Site Admin
User avatar

Joined: Mon Sep 20, 2004 6:04 am
Posts: 3484
Location: Indianapolis
EL_CHILENO_LORD_NES wrote:
I open Mario bros 3 catridge and it have write ram????? it's possible???


Certainly. There's more than a few games that have extra RAM but no battery (like Metroid, MC Kids, Spot are a few that come to mind). Mario 3 likely uses it for uncompressing it's levels.

Quote:
i analyze header of dragon warrior 5 nes. My program say 64 kb
prg-rom and 0 kb chr???? where is saving graphics of dragon warrior?? how???


Usually that would mean it's using CHR-RAM instead of ROM, so graphics would be in PRG memory. I thought the first DW was 32kB PRG and 32kB CHR though. I've never seen a DW5 for NES (officially it was only on Super Famicom).


Top
 Profile  
 
PostPosted: Mon Jan 23, 2006 2:03 pm 
Offline
User avatar

Joined: Sun Sep 19, 2004 10:59 pm
Posts: 1392
Memblers wrote:
I thought the first DW was 32kB PRG and 32kB CHR though.


Dragon Quest [1] (J) was 32KB PRG 32KB CHR (CNROM), and it didn't have particularly good graphics.
Dragon Warrior [1] (U) was 64KB PRG 16KB CHR (MMC1), being somewhat improved over the Famicom version (one major improvement was having characters face the direction they were walking).

_________________
Quietust, QMT Productions
P.S. If you don't get this note, let me know and I'll write you another.


Top
 Profile  
 
PostPosted: Tue Jan 24, 2006 4:36 am 
Ok, i see... smb3 have zipped graphics.... i didnt know it... chr-ram is the same that it w-ram????? then chr-ram is zipped inside prg-rom????


Top
  
 
 Post subject:
PostPosted: Tue Jan 24, 2006 4:49 am 
Offline
Site Admin
User avatar

Joined: Mon Sep 20, 2004 6:04 am
Posts: 3484
Location: Indianapolis
It's not the same. WRAM is extra RAM for the CPU, CHR-RAM is a replacement for CHR-ROM (for the PPU). SMB3's tiles are in CHR-ROM, but the level map data would be unpacked to RAM.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jan 24, 2006 4:56 am 
Online
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10117
Location: Rio de Janeiro - Brazil
Games with CHR-RAM have their graphics stored in PRG-ROM, compressed or not. To use them, they must be copied/uncompressed to CHR-RAM. With SMB3, only the level maps are compressed in ROM, not the graphics.

EDIT: Oh, Memblers already said the SMB3 part...


Last edited by tokumaru on Tue Jan 24, 2006 4:58 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: A question...
PostPosted: Tue Jan 24, 2006 4:58 am 
Level map data = name-table???

VRAM is inside nes rom?????


Top
  
 
 Post subject: Re: A question...
PostPosted: Tue Jan 24, 2006 5:07 am 
Online
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10117
Location: Rio de Janeiro - Brazil
EL_CHILENO_LORD_NES wrote:
Level map data = name-table???

No. The level map has to eventually be rendered to the name tables so that the players can see anything, but they most definatelly are not the same thing.

Quote:
VRAM is inside nes rom?????

Hum... if the cart has CHR-RAM, sort of. The console has RAM for 2 nametables, the palettes, this kind of stuff. However, some carts have CHR-RAM and even extra RAM for more name tables. Then I think you could say the cart (not the ROM) has VRAM... I'm not sure if it is actually correct to say this, though! =)


Top
 Profile  
 
PostPosted: Tue Jan 24, 2006 5:15 am 
I am reading nes programming articles on internet....

it say about, pattern tables, name tables... I dont understand very much it.. but i understand any things...

but .. how actually know the game when there are collisions between sprites and any part of background or sprites collisions.. it is used with tables?? or is only prg-code????


Top
  
 
PostPosted: Tue Jan 24, 2006 5:24 am 
Online
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10117
Location: Rio de Janeiro - Brazil
EL_CHILENO_LORD_NES wrote:
but .. how actually know the game when there are collisions between sprites and any part of background or sprites collisions.. it is used with tables?? or is only prg-code????

Sprite x Sprite -> "bounding box" concept, usually;
Sprite x Background -> checking specific player spots against the level map;

There is no hardware way of detecting collisions, it is all done in your program's logic. There is a whole topic (and it is big...) in this board about collisions started by Celius, maybe you should take a look at it: http://www.nesdev.com/bbs/viewtopic.php?t=352


Top
 Profile  
 
 Post subject: Mappers??
PostPosted: Tue Jan 24, 2006 6:59 am 
.Nes rom files on internet are a package that contains prg_rom and chr_rom... Then smb3... .nes contains the w-ram???? and the mmc chip (logically)????????


Top
  
 
 Post subject:
PostPosted: Tue Jan 24, 2006 10:21 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19238
Location: NE Indiana, USA (NTSC)
The iNES format has a code for classes of boards (for example the code is 4 for most boards that have an MMC3 or MMC6). It also assumes that all MMC3 games have a WRAM. Newer file formats (which you usually don't come across on warez sites) can make finer distinctions between boards, but at this stage you don't need to worry about them.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 4 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