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/vr/ - Retro Games

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>> No.9881257 [View]
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9881257

>>9881153
> original game should have been released like that.
I would totally agree, however, SimCity was released in 1991 and the SNES mouse was released in 1992. That could have something to do with it. But yes, the game is begging for a mouse.
This whole project started when i went looking for a SimCity SNES mouse romhack only to find that shockingly in 2023 that no one had done it yet.
desuarchive.org/vr/thread/9781282/#q9783673
Welp, guess i'll do it myself, and i'm kind of glad, because i am really taking the time to get the details right. My list of things to do and fix gets shorter every day and it's reasonable to think i'll have it in everyones hands in another couple weeks. So that's exciting. It feels fuckin fantastic.

>> No.9496791 [View]
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9496791

>>9496571
> how repetitive this game's rooms are
that's how you make such a "big game" in 1986 with 128 kilobytes. not gigabytes. not megabytes. 1/6 of a megabyte. Think about that.

>> No.9423490 [View]
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9423490

>>9423437
> NES games with ASM or C
slow down there champ. you've got a ton of things to learn before you even have to worry about that. start here:
https://taywee.github.io/NerdyNights/nerdynights.html

>> No.8149987 [View]
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8149987

>>8149289
nintendo direct gives you more information than you would ever need

>> No.8121395 [View]
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8121395

>>8121368
> But with MMC1 it gets a little annoying
Right. It's a barrel shift register: one bit at a time on one line with one trace. The controller works the same way. Fucking nintendo cheaping out on the manufacturing, but, i guess those pennies add up when you scale to millions.

>> No.7453158 [View]
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7453158

>>7453141
Well the idea first and foremost is to build and edit games running live an an emulator, which so far is awesome, syncronizing VRAM / ROM / and the source code files. the camera is smooth and the scrolling is fast as hell, for an NES game anyway. im trying to optimize objects / sprites / hitboxes right now to see how many objects i can realistically support, at least 16 is a definite.
After that, it's just a question of putting puzzle pieces together and making something presentable and easy to use. it's a ways to go, but, so far so good. i'm somewhere near halfway done.

>> No.7347223 [View]
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7347223

>>7346654
>At least I think I'm waiting for vblank
Step through and make sure setting X and Y through the Scroll register ($2005) are the last thing that happens. If you try to do something after that, it may do what you're describing. I don't know if this is what's happening, but it sounds very familiar...

>> No.7176369 [View]
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7176369

>>7175863
> Pretty much everything else I've tried - I just made sure the file name was the same.
Yeah, that's usually the case. ROM names have been standardized for like 20 years, i remember renaming tools in like the NESticle days.
FDS is weird because alot of times they were dumped with save data, so, to this day, there are some games without perfectly clean verifiable dumps. the gigaleaks changed alot of that though!

>> No.6941275 [View]
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6941275

>>6940124

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