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PostPosted: Sat May 31, 2014 8:02 pm 
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tepples wrote:
thefox wrote:
Is this a thinly veiled attempt at promoting your own

It wasn't intended as such. If I need to stop accidentally promoting things, I can leave for two weeks.

I doubt leaving for two weeks (or any amount of weeks) does anything useful. :)

I didn't intend to offend with my post, but your post simply struck me as bit odd. I mean you could have worded the same thing in a much less cryptic way. What was the point of the post, anyways? That extra WRAM should be included in the cartridge?

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PostPosted: Sat May 31, 2014 9:27 pm 
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The point of the post is that I'm interested in hearing about what sort of techniques you might recommend to work with a document larger than 1280 bytes. I'm aware of the log-structured file system concept, but I was under the impression that that was intended more for occasionally saving individual documents than for using flash as essentially a swap file during an operation that might modify most of a large document. Should one expect to have to design an application around keeping the working copy in video memory, then reading back from video memory all the time, like in Videomation?

I'm just not entirely certain that retrofitting Chase to allow its graphics to be edited is feasible by July 1. Feel free to prove me wrong however.


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PostPosted: Thu Jun 12, 2014 5:04 am 
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Even if I had done another two-week withdrawal stunt, it would have mattered little because I haven't seen any more cat3 entries in 12 days. If we want to fill the space, we may need to extend the deadline. Here's the map that my builder printed, showing five unused banks:

Bank 0: Function, 2048
Bank 1: Auge, Sliding Blaster
Bank 2: Chase, Snail Maze Game
Bank 3: DABG
Bank 4: Love Story
Bank 5: MilioNESy
Bank 6: 8K entries
Bank 7: RHDE
Bank 8: Sir Ababol
Bank 9: Sgt. Helmet - Training Day
Bank 15: Menu

And I'm feeling more and more hesitant to keep Snail Maze Game on the cart. Its music and maps are identical to those of the Sega Master System BIOS.


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PostPosted: Sat Jun 14, 2014 8:54 pm 
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My 64x32 grid Conway's Life simulator takes about 6.7kb currently and I think it would be a nice addition to the cart if I fix it up a little. I could fill up a 16kb half-bank with it, the sound effects editor and some other apps and toys that I would have written if I didn't know just how few apps there would be.


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PostPosted: Sun Jun 15, 2014 4:17 pm 
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NovaSquirrel wrote:
I could fill up a 16kb half-bank with [a bunch of] apps and toys

That'd be great. I'll have to ask Tom to relocate Theremin to $C000 and cooperate with PCB Artist's NMI redirection.


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PostPosted: Tue Jun 24, 2014 5:24 am 
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Not sure what the status of everything is, but USER on nintendoage has submitted an entry he would like to be considered for inclusion. http://nintendoage.com/forum/messagevie ... did=129587


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PostPosted: Tue Jun 24, 2014 11:09 am 
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NESHomebrew wrote:
USER on nintendoage has submitted an entry he would like to be considered for inclusion.

Downloaded it, seems worthy, checked effective size in hex editor, requested source code for relocation into another game's unused space.

I also sent a PM to Tom about relocating Theremin to $C000 now that Nova is moving SFX Editor to his own submulti. But if INL wants to relocate PCB Artist to $C000 instead, that's fine too.


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PostPosted: Tue Jun 24, 2014 12:10 pm 
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tepples wrote:
But if INL wants to relocate PCB Artist to $C000 instead, that's fine too.


sounds easy enough.


Attachments:
pcb_artist_RELEASE_cat2_C000.nes [32.02 KiB]
Downloaded 95 times

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PostPosted: Tue Jun 24, 2014 8:10 pm 
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Thanks. Now I've made a tool for semi-automatically combining 8K games into a 16K bank, based on my old tool for combining 16K games into a 32K bank that I wrote back when Action 53 was BNROM-based. I used this to make a Theremin/PCB Artist submulti, and it appears to be working correctly.

Now the release is waiting on these:
  • Nova is working on Conway's Life and a FALSE interpreter.
  • USER sent source for The 1007 Bolts to NESHomebrew's email. It apparently uses some "alien" assembler syntax for which I plan to build a translator to ca65 the way I did for NESASM syntax when squeezing Munchie Attack into holes in LAN Master
  • Something else to fill about 4 more banks...?


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PostPosted: Tue Jun 24, 2014 9:51 pm 
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I'd also like to finish Sliding Blaster (3 levels to go and a simple boss battle), which I put off to get more ideas while I work on the apps. FALSE shouldn't take very long to do since the editor is mostly done and the interpreter should be very easy to write.


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PostPosted: Wed Jul 02, 2014 2:05 am 
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Unless it's important that each multicart has a unique set of games, I don't see why some games or tools from volume 1 couldn't be included on volume 2 as well to fill the rest of the space, decided by a vote or whatever else.


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PostPosted: Wed Jul 02, 2014 11:21 am 
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I can sort of see where you're coming from given the returning minigames in each Mario Party. But if we ship a bunch of reruns, we might end up having to do more than the four volumes that I had planned in order to reach 53 quality games in a package that people are willing to pay $53 for. On the other hand, I guess I should plan for some games to get bigger during the remix compo. For example, RHDE will likely become a 48K to 64K game, and my artist is definitely going to give Concentration Room an overhaul to bring it up to at least 32K.


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PostPosted: Wed Jul 02, 2014 7:33 pm 
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More games would likely take weeks to months to complete, and it would be nice to get the cart released sometime during the summer like originally planned.
Games from volume 1 could possibly be given new levels or graphics or tweaked a bit in minor ways that wouldn't justify a remix compo version. I could definitely come up with some fun changes for Thwaite having messed with the code already for my first hack of it.


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PostPosted: Wed Jul 02, 2014 7:38 pm 
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I see your point. If you can think of any worthwhile hacks of games from volume 1, I'd be willing to make a "hacks" category. (No p○n○s plz though.)

In any case, today I made a tool to translate user's "alien" dialect of 6502 assembly into a ca65-compatible dialect, and it builds and runs fine.


Attachments:
File comment: Source code for The 1007 Bolts, an NES game by "user" of NintendoAge
with translator into ca65

bolt.zip [5.37 KiB]
Downloaded 126 times
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PostPosted: Wed Jul 02, 2014 8:49 pm 
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It would be quite easy to build Driar with another 38ish levels, but level design's really the hard part.


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