Search found 355 matches

by strat
Sun Jun 21, 2020 8:04 pm
Forum: NES Graphics
Topic: Honest box art
Replies: 14
Views: 1090

Re: Honest box art

Screw box art, watch the intro to this game and try to guess what genre it will be.
https://www.youtube.com/watch?v=QCwvVpfhi7k&t=30s
by strat
Sun May 31, 2020 9:48 pm
Forum: NESdev
Topic: Need help with compressed tiles
Replies: 9
Views: 1404

Re: Need help with compressed tiles

For those following this topic, you might be interested to know just overwriting tiles is a bigger pain than it should be. The RLE-compressed data stream has to be the same length no matter what and the loop that reads it must terminate with the same chr-ram bytes getting filled in. Otherwise the gr...
by strat
Thu May 28, 2020 3:03 pm
Forum: NESdev
Topic: Need help with compressed tiles
Replies: 9
Views: 1404

Re: Need help with compressed tiles

You'll just have to learn programming (6502 assembly and NES hardware required; a PC-based language like Python is recommended) to do this properly. I figured out in a few minutes how to scramble the offending graphics beyond recognition (without replacing them). The compression format is a simple R...
by strat
Wed May 27, 2020 7:17 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 1244

Re: Large updates to nametable

Nintendo's Tetris updates 4 horizontal rows every frame when lines are completed and blanks out some descending rows briefly to hide the processing. It uses single-screen mirroring.
by strat
Tue May 26, 2020 3:16 pm
Forum: Newbie Help Center
Topic: Large updates to nametable
Replies: 12
Views: 1244

Re: Large updates to nametable

On top of the basics provided by Tokumaru this is how I'd handle it: -Keep a copy of the background in the offscreen nametable. -Play a simple animation when a line is completed so the updated field doesn't have to appear right away. Most versions of Tetris do this. -Update the offscreen nametable (...
by strat
Mon May 18, 2020 12:05 pm
Forum: General Stuff
Topic: God Mode No Holes No Timer No Damage SMB Hack
Replies: 6
Views: 1287

Re: God Mode No Holes No Timer No Damage SMB Hack

That was probably 7-4 of "Lost Levels" - I don't think it can be done in SMB1.
by strat
Fri May 08, 2020 7:38 am
Forum: Other Retro Dev
Topic: Using Leaked Nintendo Source Code Poses Serious Legal Risk to Emulators [link]
Replies: 12
Views: 2075

Re: Using Leaked Nintendo Source Code Poses Serious Legal Risk to Emulators [link]

It doesn't even matter if Nintendo has a case or not - they can shut down any emulator project with the proverbial snap. Sony's case against Bleem! was dismissed, but not before shutting that company down (that said, Bleem! was selling their emulator). The Dolphin devs are right - they don't want to...
by strat
Tue May 05, 2020 10:23 pm
Forum: General Stuff
Topic: Nintendo legacy console leak
Replies: 5
Views: 1508

Re: Nintendo legacy console leak

Whatever source code in this leak probably isn't much more useful for N64 and Wii emulation than what emu devs already know. There's even a good chance the programmer comments and naming conventions would create more trouble just figuring out the code than it's worth. When you apply to big gaming co...
by strat
Wed Apr 29, 2020 11:31 pm
Forum: General Stuff
Topic: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?
Replies: 38
Views: 6100

Re: Has anyone tried to obtain an "Official Seal" from Nintendo for their game?

What is surprising is that they could make contract that made it "illegal" for a developer to port their game to competitor systems, this is clearly against free market. At worst Nintendo could threaten to limit or stop doing business with them, but this hurts both parties. I could see reasons so t...
by strat
Tue Apr 28, 2020 7:15 pm
Forum: Homebrew Projects
Topic: Mega Man 9 remade into an NES ROM
Replies: 11
Views: 1849

Re: Mega Man 9 remade into an NES ROM

I distinctly remember someone here made a MM9 NES demo that had map scrolling (but no gameplay). It would be interesting to see how the swinging platforms in Jewel Man's stage would work without miserable flickering (maybe a mapper IRQ?).
by strat
Fri Apr 10, 2020 8:28 pm
Forum: General Stuff
Topic: Dragon Quest discussion continued
Replies: 23
Views: 4533

Re: Dragon Quest discussion continued

I'm pretty sure fan translations are available since a long time (there's even 2 concurrent translations of DQ5). But if you mean when they came out, yes indeed. Seen from today, the time period between when those games were released and when fan translations were made available in the early 2000s ...
by strat
Wed Apr 01, 2020 9:37 pm
Forum: NESdev
Topic: Levels and rendering
Replies: 3
Views: 1316

Re: Levels and rendering

You want the 30-col buffer so the cpu has as little work as possible in copying the tiles to PPUDATA. The vram data should just be ready to go once the NMI fires. In the code above you'd replace PPUDATA with the buffer (and obviously add an extra var to juggle the index reg) and move it to the main ...
by strat
Sun Feb 09, 2020 5:10 pm
Forum: General Stuff
Topic: What are your favorite ways games have ended levels?
Replies: 23
Views: 11402

Re: What are your favorite ways games have ended levels?

And also, of course, levels sometimes have their boss room entered from the top or the bottom (later MM games always enter from the left). There's however no room where you enter from the right I can remember of :( Just remembered MM9 has a boss room entered from the right. Not sure if you count Dr...
by strat
Tue Jan 28, 2020 11:25 pm
Forum: SNESdev
Topic: Setting up a 24-bit pointer
Replies: 6
Views: 2909

Re: Setting up a 24-bit pointer

Couldn't it be done like sep #$20 ; 8-bit A lda #Bank24 pha plb ; data bank = Bank24 rep #$10 ; 16-bit X,Y or #$30 if you want 16-bit A also ldy #Addr16 lda a:$0000,Y ; 16-bit load, we don't want to access the direct-page This might save cycles over the "lda [dp]" method if used enough times in the ...
by strat
Thu Dec 19, 2019 9:10 pm
Forum: General Stuff
Topic: What are your favorite ways games have ended levels?
Replies: 23
Views: 11402

Re: What are your favorite ways games have ended levels?

That's especially fun to do with the backflip in Rondo of Blood.