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/vr/ - Retro Games


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File: 310 KB, 512x448, jkg845.png [View same] [iqdb] [saucenao] [google]
7982550 No.7982550 [Reply] [Original]

Gameplay and development discussion:
What homebrew / hacks are you playing /vr/?

Are you working on anything? Would you like to learn? Projects and questions welcome.

Communities:
romhacking.net
smwcentral.net
metroidconstruction.com
sonichacking.org
pouet.net

IPS Patcher:
romhacking.net/utilities/240

Archives:
archive.org/details/rom-hack-patch-archive
mediafire.com/folder/50m95vbbuyf25/vr's_ROM_>Hack_Recommendations
mega.nz/folder/jpMxlQyZ#oCwbRyPFaMcZl3gOF5mvSg
mega.nz/folder/TBgnhIxS#aKF0Cv0DA9kYI_qUI_gXvg

NESdev:
wiki.nesdev.com
forums.nesdev.com

SNESdev:
wiki.superfamicom.org
github.com/alekmaul/pvsneslib

N64dev:
n64dev.org

Sega Dev:
smspower.org

Mega Dev:
gendev.spritesmind.net/page-doc.html
github.com/Stephane-D/SGDK

Saturn Dev:
antime.kapsi.fi/sega/docs.html
segaxtreme.net
www.jo-engine.org

GB Dev:
gbdev.gg8.se/wiki

GBA Dev:
forum.gbadev.org
github.com/pret

DS Dev:
ndshb.com
forums.serenesforest.net/index.php?/topic/26913-nintenlords-hacking-utilities

Previous:

>>7943929

Want something here? Post it for the next thread.

>> No.7982590

>Playing illegitimate games that are not part of the devs' original vision
Typical illegitimate kids.

>> No.7982603
File: 19 KB, 764x720, mario_paper_sai.png [View same] [iqdb] [saucenao] [google]
7982603

>>7982550
you got some fuckin nerve. >>7981510

>> No.7982614

Why haven't you started a disassembly of your favorite game, anon?

>> No.7982638

>>7982603
This is a great rom hack

>> No.7982648
File: 371 KB, 618x516, smb3_mix_hbg.png [View same] [iqdb] [saucenao] [google]
7982648

>>7982638
this one is pretty cool too

>> No.7982741

>>7980175

As I said in here I think it's part of the sound engine.

>> No.7982785
File: 246 KB, 1920x1079, smb_disasm.png [View same] [iqdb] [saucenao] [google]
7982785

>>7982741
hi, dude who explained it here
>>7980243
i don't think that's the case: "N2ATBL" is probably referring to "nametable 2", which would indicate graphics. What i don't see is any of the sound registers ($4000-$4016) being manipulated, in fact, there is only one store instruction at the very end. It doesn't "look" like sound code either: i'm actually writing some as we speak.
Anyway, It's not enough code to determine what it is doing in any context, there are some branch conditionals leading to subroutines and different labels, but, you can't gather anything meaningful from that screenshot alone. I'm not saying it's Definitely Not part of the "sound engine", but, i don't see anything indicating that.

>> No.7983505

bump

>> No.7983690

Another update: Alisha’s Adventure: https://www.youtube.com/watch?v=3LY2laM-94A

>> No.7983714

To the anon which was playing the SMB Special Anniversary edition, where do the new power ups and enemies start showing up? Went through the first world and didn't see any.

>> No.7983829
File: 36 KB, 1014x520, hmx.png [View same] [iqdb] [saucenao] [google]
7983829

Was talking a bit about this in the last thread.
pic related

Probably going up on romhacking by August.

>> No.7983870

>>7982785
KQF is an MMC3 game anyway; those are a pain to disassemble and trace the code.

>> No.7984021

REEEEEEEE, someone give me the Mega Man 3 rom with this crc32 so I can patch the Improved hack:

File: Mega Man III (U) [!].nes
CRC32: BE6DBB5D

>> No.7984067
File: 3 KB, 104x96, megaman5.jpg [View same] [iqdb] [saucenao] [google]
7984067

>>7984021
>(U) [!]
That should be a known good dump of a USA ROM.

>> No.7984160

>>7982648
3D mix

>> No.7984905

CV64 HD texture

>> No.7985020

Shogun Total War homebrew on N64 and Dreamcast.

>> No.7986019

Street Fighter 2 Nostalgia Edition

>> No.7986415

bump

>> No.7986940

Why have hacks for playstation games never came around? I want custom MGS VR missions levels.

>> No.7986945

>>7986940
I've seen the usual translations, I've seen custom PS1 Doom levels, and I've seen interesting stuff done with the Crash Bandicoot games (2 and CTR in particular), but that's about it.

>> No.7987238

>>7986945
Heh

>> No.7987374

I recall seeing somebody looking for a lost uncensored hack of sorts for Conker's Bad Fur Day, if that person is in this thread or even eventually sees it, somebody uploaded it (I believe this is the same anyway)
https://archive.org/details/conkers-bad-fur-day-uncensored

>> No.7987385

>>7984021
http://www.museo8bits.es/nes/ROMS/TODAS%20-%2010783%20ROMS/Mega%20Man%203%20(U)%20%5b!%5d.nes

>> No.7987390

>>7982550
Used to think this was a lot of fun until I realized the controls suck, there aren't that many good games, and the emulators don't play that well anyway

>> No.7988384

m

>> No.7988436
File: 2 KB, 256x224, SMW_00061.png [View same] [iqdb] [saucenao] [google]
7988436

>> No.7988457

>>7988436
I swear this meme is starting to follow me wherever I go.

>> No.7988515

>>7988457
Sounds like you've been in shitty company

>> No.7989784
File: 13 KB, 256x256, linkshouse.png [View same] [iqdb] [saucenao] [google]
7989784

bump

>> No.7989921

I've been able to find some TIM files in a PSX game I'm exploring using easy-to-find tools from romhacking.net, about 3000 of them, but the trouble is that almost all of the stuff I've found seems to be the overworld background tiles.
These background tiles are kept on texture pages 14 and 15 in the VRAM when I've looked at VRAM for my emulator's saves.
The game-scanning utility programs I've used have also found a few dozen images each from pages 8 and 24, which seem to all be model textures.

I know for a fact that most of the game's UI and texture elements are not being found by the programs I am using because I've seen hundreds of other ones in the VRAM.
How do I find the other texture pages' textures?

>> No.7989938

>>7988515
Don't be so hard on yourself.

>> No.7989941

>>7983690
can you make alisha not look like a blowup doll

>> No.7990309

>>7989941
I not one who made Alisha. Go ask him.

>> No.7991549

>>7984160
Vine

>> No.7991674

>>7989941
How so?

>> No.7991758

>PC-FX homebrew
Any source tool?

>> No.7991794

I updated this pastebin looking for help getting files off of baidu.
https://pastebin.com/0uF33BBY
The guy that was supposed to upload the large files said he had account problems & couldn't continue. I added ~60 more links &, I should have everything listed above the line break on line 87. I just want everything below line 87 reuploaded here through anonfiles dot com or something.

>> No.7991905

anyone got any good metroid romhacks to recommend?

>> No.7991960

>>7982550
BASED thread

>> No.7991961

>>7991794
all the luck in your noble endeavor

>> No.7991982

>>7991794
Unfortunately I currently don't have a way to grab stuff like I did last time, not yet anyway, but this'll help you at least get files 50MB and under afaik
https://baidu.kinh.cc/

>> No.7991984

>>7989761

I agree. NES games are fucking annoying and difficult once you get past NROM because of the sheer amount of banking setups.

>> No.7991994

>>7991984
It always left me wondering how commercial NES development was done back in the day. so many mapper options. how did a dev decide what to use exactly?

>ok this game will be 256k ROM MMC1 CHR RAM
etc

>> No.7992024

>>7991994
I'm pretty sure Nintendo's official docs/dev kits would have explained a list of available mapper options and you just picked whatever you thought the game would need.

>> No.7992101

with the Master System it was easy since there was one mapper and only five different ROM sizes

>> No.7992416

I've been working on my own hack for quite some time, it was originally just a simple fix for the megaman anniversary collection (GameCube) to make the a button jump and b button shoot, but it kind of expanded into more than just that. I've now been able to to import all the music from the complete works and more (8 has saturn ost) and new additions in the secrets menu. It was a good to make but it sadly doesn't run as well on dolphin than on an actual Wii. If anyone's interested: drive Google [D0T] com/file/d/1G9BNXXSYAHekg7b9zfZNmV5vi9mPewxo/view

>> No.7992437

>>7991984
>because of the sheer amount of banking setups.
bankswitching can be difficult to get right, sure, but how is this part of the difficulty? you only have to choose one?

>> No.7992442

https://ultimacodex.com/2016/06/someone-is-porting-akalabeth-to-the-commodore-64/

So it seems like several ports of Alakabeth done by different people. I see nobody's tried an Atari 8-bit port yet. Guess nobody wants to deal with its OC donut steal BASIC.

>> No.7992446

>>7992437
>bankswitching can be difficult to get right, sure, but how is this part of the difficulty? you only have to choose one?

I think he was arguing which one do you use. The banking setup you use also drastically affects what you can do with your game and how it's programmed.

>> No.7992708

>>7992446
sure, there are scanline interrupts and different code and graphic switching window sizes, but there is so much more you'd have to learn and make before you even got close to choosing an advanced mapper. it's far from the most difficult decision you'd have to make.

>> No.7992725

>>7992442
I guess that covers most of the major home computer BASICs. A ZX Spectrum port is still one we're missing though like the Atari its BASIC is not Microsoft-derived so you'd have to rewrite a lot of stuff.

>> No.7992737

Adventures of Lolo 2 and 3 are the only (that I remember) MMC3 games with 32k PRG ROM. Kind of a waste to use an expensive MMC3 on such a small game.

>> No.7992760

>>7992737
Nintendo had a ton of MMC3s being manufactured and laying around by the 90s. It's a logistics choice probably moreso than a technical one.

>> No.7992774

>>7992760
>>7992737
it's unusual in the sense that by that point games with <128k ROM were typically low budget shovelware often with CNROM like Fisher Price: Firehouse Rescue while all the major releases used larger ROMs.

>> No.7992808

>>7992774
I'm not an expert on Adventures of Lolo 2/3 by any means, but, capacity isn't the only advantage of the MMC3. There are also more smaller / more windows for switching out the graphics and code. Most of those discrete logic CNROM style mappers just switched out the entire 8KB of graphics or 32KB of PRG. Even if you didn't use all of the capacity there are still valid reasons for wanting that.

>> No.7992947

>>7992416
Thank you

>> No.7992990
File: 9 KB, 120x140, sonic_hand.png [View same] [iqdb] [saucenao] [google]
7992990

>>7982614
https://solvingprocrastination.com/why-people-procrastinate/

>> No.7992993

>>7992808
it's probably so they can have animated background tiles. i don't think the games use the IRQ generator and there's only a single PRG bank.

>> No.7993004

>>7992993
>animated background tiles
That is a valid use case. Makes sense. Good call.

>> No.7993253

>>7991984
>NES games are fucking annoying and difficult if you're retarded
So is tying your shoes

>> No.7993789

>>7983690
Great frame movement

>> No.7993802

kek Capcom were cheap fucks who still used 128k UNROM carts for all those NES Disney games and that was in like 1992

>> No.7993843

>>7993802
Same for SFA Vol. 2 SNES, those lazy fook.

>> No.7993853

>>7993802
Not really. Ducktales, Ducktales 2, and The Little Mermaid were cheap games with small ROMs but otherwise they always used MMC1/MMC3 with larger ROMs.

>> No.7993865

>>7993853
QuackShot on the Genesis was small ROM too, it used a 4 mbit one.

>> No.7993896

>>7992725
Crap computer

>> No.7993921

>>7993253
that's a stupid analogy. they are annoying and difficult even if you know what you're doing. assembly language is very tedious. the hardware is janky, counter intuitive, and somewhat broken. i don't think people realize that the "simple little 2d game" that they want to make "real quick" will take them multiple years.

>> No.7993938

>>7993921
>multiple years
Many classic games were completed in a couple of months using much more limited tools that what is available today.

>> No.7993945 [DELETED] 

Hey whatever happened to that guy who wanted to port Squish 'Em to the NES? He still here?

>> No.7993963 [DELETED] 

>>7993938
yes. with teams of multiple people getting paid as a full time job. i keep hearing how easy retro dev is and yet i seem to be the just about the only one in this thread who can actually do it.

>> No.7993974

>>7993938
the tools are better, absolutely, but learning the architecture of a system, writing tens of thousands of lines of code, drawing graphics and animations, and composing music as one person will not take less than a year.
those teams consisted of multiple people getting paid full time salaries to do that work.

>> No.7994010

>>7993921
Nah. It's a perfect analogy. Choosing a mapper is literally as easy as tying your shoes for anyone who has a clue what they're doing.
As for all that other whining and projects, lmao. Millions of people who used home computers in the 80's can churn out assembly after than you can churn out shitposts and the hardware is easy enough to understand and work with for any such people.

>>7993974
We get it. You couldn't code you way out of a paper bag. Not everyone is a tard. Stop projecting.

>> No.7994059

>>7994010
You are ignorant, wrong, and most likely completely useless.

>> No.7994106

>>7994010
>>7994059
Now, now, children

>> No.7994160
File: 75 KB, 282x179, 1607585655145.png [View same] [iqdb] [saucenao] [google]
7994160

Anyone knows where to get any of the GBA Ace Attorney ROMs in English?
The ones on cdromance don't work for some reason

>> No.7994901

>>7993974
most homebrew projects of any significant size have a couple guys working on them. for example What Remains had a team just like any commercial NES game release would have

>> No.7994947

>>7994010
>Millions of people who used home computers in the 80's can churn out assembly
and you aint one of them

>> No.7995057

>>7994160
When?

>> No.7995162

>>7992947
Can you send a screen shot of the secrets menu (if you've found any) or any loading screen, I am kinda scared if it turns out corrupted on any other wii/pc because it was slightly on my end :\
-thank you

>> No.7995231

hey what about that guy who was working on a NES port of Squish 'Em? what happened to him?

>> No.7995269

Has anyone play any game of Mojon Twins? Is it worth it? Just curious

>> No.7995371
File: 2.20 MB, 2984x4512, nesBeat_cheryl_in_the_cave.jpg [View same] [iqdb] [saucenao] [google]
7995371

>>7995269
Yes. They are fun, but, very similar to an unfortunate degree.
Cheryl in the Cave here is my favorite.

>> No.7995375

>>7994901
For the typical NES/SNES/Mega Drive game you need at least 3 guys, a programmer, artist, and musician and everyone has to be coordinated and work towards a common goal. that can be hard to coordinate. people do modern homebrews so it's certainly doable but just a little hard to set up. and to be fair the hardest part of making a game and the most labor intensive one is making the graphics. typical Mega Drive/SNES graphics are a lot of time and work and the main reason why development cycles were getting longer by that time.

>> No.7995389
File: 99 KB, 700x918, sea_chase.jpg [View same] [iqdb] [saucenao] [google]
7995389

>>7995231
I don't think any of those "other ports" received any actual work unfortunately... i would have gladly helped if anyone was willing to shoulder the brunt of it.
I'm still working on a music engine... decided to just make a Famitracker importer that i can reuse. I don't like any of the existing solutions for different reasons. It's coming along... but i've been busy and honestly a little burned out the past couple weeks.

>> No.7995392

>>7995375
>people do modern homebrews so it's certainly doable

Nobody bothers with SNES homebrew for various reasons we've discussed before and Mega Drive homebrew isn't produced at the same rate as homebrew for 8-bit machines, but then again back in its commercial lifespan this would be the case too. Konami for instance put out 59 NES games but only 27 SNES ones. It was getting more time consuming to make 16-bit console games, the graphics being a large part of the reason for it.

>> No.7995404
File: 39 KB, 320x200, Squish_&#039;em.jpg [View same] [iqdb] [saucenao] [google]
7995404

>>7995231
it's a bit of work to decide how you can do the game especially because it uses C64's scanline IRQs to set up two status bars. on the NES you cannot do this and since it's scrolling vertically you can't have any status bars unless MMC3 was used and that's a pointless waist for a small game that's only around 8k on C64. so you will need to ditch the status bars entirely and just use sprites for the life and score counters. you see that's the problem with ports. something that can be done easily on one machine becomes a bitch and a half on another machine.

>> No.7995415

>>7995404
Any actual work gotten started on this or...

>> No.7995425

>>7995415
The actual programming process is pretty straightforward, or at least as much as it can be for the NES since like most 8-bit machines it has various quirks you have to be mindful of. It's more a matter of having to rework the graphics especially the status bars to accommodate the NES's hardware. Other than that the game will be a simple NROM title that only scrolls in one direction. I suppose reverse engineering the C64 code is a PITA though this game is from 1983 and has no crazy hardware stunts like Creatures 2 or whatnot would use.

The score counter probably uses BCD mode too, though I haven't actually looked into it and as our friend here found out, that gets annoying to rework for the NES.

>> No.7995432

>>7993921
>>7993974
>>7994010
You do realize Bomberman was ported to the NES in 72 hours, right?

>> No.7995439

>>7995425
> score counter
here's how i solved it
https://pastebin.com/CfW67PfR

>> No.7995445

>>7995432
i highly doubt any of those urban legends from 35 years ago. Even if it is true, that won't be your experience. Tom Brady won six superbowls so obviously you could easily do the same thing Anon.

>> No.7995491

>>7994059
Another projecting zoom zoom. Shocker.
>>7994947
And another. Looks like we have an infestation.

>> No.7995504
File: 47 KB, 1203x942, seachase_sprite0.png [View same] [iqdb] [saucenao] [google]
7995504

>>7995491
project my dick. it was great when you were gone for a few months.

>> No.7995931

>>7995504
See >>7995432
It really is sad how you take some code, make some changes and then hold it up as some sort of evidence that no one else can code. What would otherwise be an admirable achievement just spirals into a pathetic shit show of insecurity and mental issues.
I didn't go anywhere. Have you been shitposting the whole time? I didn't notice.

>> No.7995946

>>7995162
What console is it for, again?

>> No.7996071

>>7995432
Well yeah but it was the original programmer he didn't have to reverse engineer the code to figure out what it was doing and he's Japanese so he was capable of feats that you and me can't do. Also he didn't have Internet porn to distract him from work.

>> No.7996172

>>7995425
Nonono. What I'm asking is >>7995415

Have you started _work_ on it yet? Talking about something is not doing something.

>> No.7996183

>>7995404
Does this use the collision registers like Sea Chase did? It had better not be.

>> No.7996197

>>7995404
Games with scrolling are a lot more PITA than fixed screen ones. Sea Chase was comparatively easily simply because it does not scroll.

>> No.7996235

>>7995946
GameCube / Wii or you can try it with dolphin if you don't Have those.

>> No.7996240

>>7996197
any retro machine can do this game. an Atari 2600 could do it.

>> No.7996278

>>7996197
Scrolling ain't bad on the NES. What would be terrible however is if a game had some software scrolling madness that you had to undo.

>> No.7996281 [DELETED] 

>>7995931
i wrote that. i also rewrote half the fucking game =)

>> No.7996291

>>7996278
It's an Atari 8-bit game and the A8 has hardware scrolling anyway, is not a big deal.

>>7995404
As for Squish 'Em, of course they did also port this on the Colecovision and for that they had to use soft scrolling as the Colecovision has no h/w scroll. But you would want to use the C64 code as a basis for a NES port anyway.

>> No.7996371

>>7995937

too many of homebrews are massively self-indulgent and only appeal to the dev and his retarded hipster buddies and don't try to actually be fun at all

>> No.7996450

>>7996371
Well obviously (You) could do a much better job. Get going!

>> No.7996458

>>7996371
tbqh that's an issue with Western games in general, they tend to be vehicles for some cool programming trick and gameplay is secondary

>> No.7996468

>>7996371
>hobbyist is only interested in enjoying his hobby
hmm

>> No.7996479

>>7996468
Hi Fonzie.

>> No.7996550

how about game idea I had called "Meter Maid." in this game you have to go around ticketing parked cars and not get killed by street punks, stuff falling from a building, etc. it will be pretty simple Colecovision level of single screen game.

>> No.7996627

>>7996550
Sounds something like Hard Hat Mack.

>> No.7996641

>>7996550
sounds fun. start drawing!

>> No.7996671

>>7996641
>>7996550
LOL at kids thinking they can code a game because they read one Wikipedia page.

>> No.7996739

>>7996671
it's a ton of work and time but you can make a video game if you are willing to actually do it.
it would be great if more people in this thread asked questions...

>> No.7996790

>>7996641
Like anime.

>> No.7996792

>>7996550
what system though?

>> No.7996820

>>7996550
Making a game from scratch is hard indeed. You have to determine first and foremost exactly what it's going to look and play like before you even start coding, and the target hardware also influences what you can and cannot do.

>> No.7996903

nowadays I don't see a reason to make a game smaller than 16k, even if it was an Atari 2600 homebrew. sure back in the day 4-8k was necessary for cost/logistics but no point in it now.

>> No.7996910

Anything for making games on the ps1?
Just curious.

>> No.7996943

how do I get off my ass and make homerew instead of just playing the video games

>> No.7996953

>>7996943
Pick a target machine and learn how to program it but note that you'll need a team for anything past early 80s level of complexity. at least an artist and musician to make anything on the level of the average 3rd-4th gen game. As has been mentioned before modern homebrews like What Remains were made by a team not one guy.

>> No.7996985

>>7996910
Net yaroze

>> No.7997040

>>7986415
Hopeless

>> No.7997054

>>7996910
Get a windows 98 setup on Virtualbox, an SDK, lightwave 3d, and try making some shit move on the screen. good luck
http://www.psxdev.net/downloads.html

>> No.7997158

Poor SNES. nobody gaf about making homebrew for it.

>> No.7997167

>>7997158
slow cpu no fun

>> No.7997212

>>7997158
It's a terrible PITA to program, it has some neat hardware features but the Genesis is easier to understand by a long distance. there's also the fast and slow ROM bullshit and a couple different memory map configurations. there's no bank switching in SNES games but the game ROMs can be mapped in different regions of the CPU address space. the CPU also addresses data in 64k chunks like a DOS PC. the Genesis has none of that, there's a straight linear map from $0-$3FFFFF. larger games than that would require bank switching.

the SNES can map the entire CPU space from $0-$FFFFFF but no actually released game exceeded 6MB

>> No.7997228

>>7997212
Subtracting some space for the system RAM and hardware registers. The SNES doesn't have a BIOS like the MD so you'll have to supply your own code for interrupt and reset vectors. I can see why it's not well-liked by homebrewers. Besides, the MD being a 68000 box meant it was easier to translate the large amount of programming knowledge from other 68000 machines like the Amiga onto it.

>> No.7997293

>>7997228
>>7997212
Yes zoomers are very good indeed at copypasting Wikipedia pages.

>> No.7997308

having a CPU that basically nothing else uses I'm sure helped a lot

>> No.7997314 [DELETED] 

>>7997293
> gatekeeping shit i know nothing about
Motherfucker you dont know an LDA from an STA. Shut up and let the adults have conversations thank you.

>> No.7997383

>>7996468
That's not what he said though

>> No.7997404

>>7996550
lol good luck with that, zoomer kiddo

>> No.7997418

>>7997228
everyone loves loves loves the 68000. that's why in the credits of arcade games from the late 80s you'll see stuff like "Ken-sama 68000"

>> No.7997424

>>7997167
>>7997158
Hm huh? Here:>>7983690

>> No.7997440

>>7997212
One thing that sucks about the SNES is that only 16k of the VRAM can be reserved for sprites. The MD also has only 64k VRAM but doesn't specifically restrict the sprite space to 16k. i know that the Earthworm Jim guys complained how this was a huge PITA to deal with.

>> No.7997614

>>7995371
Nice hand and pixel

>> No.7997628

>>7996235
Oh I don't think I can emulate those, but I bumping it in case anyone wants to try it out.

>> No.7997928

>>7997440
>Earthworm Jim
Is another multiplat that if I had to choose I would easily go with the MD over the SNES.

>> No.7998006

>>7996910
There are some alternatives to using the old shitty SDK on Win98.
https://ps1.consoledev.net/

>> No.7998272
File: 45 KB, 497x424, 1614414422779.jpg [View same] [iqdb] [saucenao] [google]
7998272

>>7982550
why does assembly language have to be so tedious /vr/os

>> No.7998389

>>7997293
Not even, brah. These kids are cream of the crop. The 1% who can even copypasta. The rest are in an endless brain loop of what gender they are this week. Show some respect for the future leaders of the free world. jk. They're all going to die. Stupidly.

>> No.7998394
File: 18 KB, 700x620, seachase_explosion_small.png [View same] [iqdb] [saucenao] [google]
7998394

>>7998272
just keep at it. you do get faster. make those labels nice and descriptive. you get an intuitive feel for the instructions and the bit tricks and shifts are fun to design.
i'll admit that i have a much greater appreciation for higher level languages now.

>> No.7998537

>>7998272
Is it really more tedious than dilating?

>> No.7999230

>>7997928
>>7997440
>>7997167
>>7997158
>>7997228
Same outdated post

>> No.7999245

>>7998537
why don't you find out for yourself?
https://skilldrick.github.io/easy6502/

>> No.7999250

>>7998394
>i'll admit that i have a much greater appreciation for higher level languages now.
I do too, but I also have much more respect for how simple computing used to be. Being a coding drone on an enterprise application where you have to know infinite frameworks, libraries and project management bullshit is infinitely less comfy than what some 20-something salarymen were doing to be made into ROM chips for a console 30 years ago. You're able to get intimate with your target console's CPU opcodes and hardware features in a month or two, then get to town with it, the only limit your imagination, without hardly any constraints, compared to how rigid real life enterprise application development is.
"Work in what you love" is such a meme, I'm really glad I started as a cloud architect early in my career before letting myself be stuck to programmer roles.
>>7997228
>BIOS like the MD
what the fuck am I reading

>> No.7999261

>>7995432
Put half the people that aren't larping in an office building with a good NES programmer salary and freedom to work after hours, with of course months of years of prior experience with similar projects, and I think any of them could pull it off to varying degrees of success.
This ain't something a first timer's going to be pulling off, doing a sound driver for the system is its own world by itself.

>> No.7999265

>>7999250
>then get to town with it, the only limit your imagination, without hardly any constraints
wut? actually retro hardware has extreme constraints compared to anything modern. not that that's always bad since Colecovision games don't force you to sit through a 10 minute cinematic intro sequence like Titanfall or some bullshit like that.

>> No.7999278

>>7999265
Anon I'm talking creative and coding constraints, not resource constraints, of course modern PCs are going to BTFO anything made 10 years ago in resource and processing power.
And the constraints aren't as extreme as they seem for the NES onwards IMO unless you're big braining it and trying to do something that requires too many sprites at once or total, too much precompiled data, 3D rendering on a tiled system, too many physics objects, physics beyond AABB, etc.

>> No.7999279

>>7999261
Sure it would be too difficult for zoomer LARPers who read a Wikipedia page about NES programming.

>> No.7999282

>>7999279
pyw

>> No.7999284
File: 847 KB, 1000x700, von_neumann.png [View same] [iqdb] [saucenao] [google]
7999284

>>7999250
i couldn't agree more =)
it's nice to remind myself that i'm actually a Mother Fucking Programmer instead of a glue monkey scotch taping the internet together with regurgitated workarounds from stackoverflow posts.
> doing a sound driver for the system is its own world by itself.
indeed it fucking is. it's the most frustrating amount of fun i've had in a long time =)
> without hardly any constraints
i think he means that you are free to write the code however you want, as opposed to sucking satans dick in a cubicle with an Agile PM's gun to your head.

>> No.7999289

>>7999279
did your 3 month ban finally expire or something? this thread is so comfy without you.
why don't you try actually learning and achieving something? it might make you less bitter inside.

>> No.7999319

>>7998985
https://www.mobygames.com/game/apple2/taipan/screenshots/gameShotId,73380/

Here's Taipan on the Apple II. Try and imagine this as a full cinematic NES extravaganza. You could have things like an overworld map of East Asia where you sail your ship around to different ports and can have random encounters with pirates ala Dragon Quest. It would have to be an MMC1 game with at least 128k of ROM maybe 256.

>> No.7999337 [DELETED] 

LOL at kids thinking they can code because they read one forum post on NESdev.

>> No.7999374

>>7999261
he was also Japanese. A Westerner isn't going to be able to work on something for 72 hours straight without dropping.

>> No.7999380
File: 17 KB, 420x350, nesdev.png [View same] [iqdb] [saucenao] [google]
7999380

>>7999337
i'm trying my best to open this stupid gate. please ask questions. also NESdev forums are down. the russian spammers killed it a few weeks ago =(
https://nerdy-nights.nes.science/
https://www.masswerk.at/6502/6502_instruction_set.html
https://wiki.nesdev.com/w/index.php?title=NES_reference_guide

>> No.7999434

>>7999319
that would only take about a year of work, but hey nothing's impossible I suppose, right?

>> No.7999453

>>7995404
someone did a homebrew port of this, but it was on the Atari 2600

>> No.7999485

seems nobody do Master System homebrew?

>> No.7999493

>>7999485
It exists but testing the stuff on real hardware is an issue for NTSC region people where the consoles aren't super common.

>> No.7999496

>>7997212
SNES games on average need a larger ROM than the Genesis equivalent since the sound and graphics data isn't as compact.

>> No.7999620

>>7999319
smaller less ambitious projects first

>> No.7999627

>>7983690
Based

>> No.7999653

>>7983690
it looks like it would be an adequate early period SNES game from like 91-92. games that were out in 94-95 looked more polished than this.

>> No.7999684 [DELETED] 

>>7983690
Granted this is a prototype but as it is looks a little sparse. Most commercial SNES games had more to them than this.

>> No.7999726

>>7983690
>2021

https://www.youtube.com/watch?v=mDr5zHlyLSw

>this video is 2018
wait just how long has this been in the works?

>> No.7999828

>>7999380
>lso NESdev forums are down. the russian spammers killed it a few weeks ago =(
That sucks, is there any ETA of it coming back? The best part about doing NES games was the extremely chill community around there, and, forgive me for bringing it up, without trannies making half the threads about shit unrelated to NES dev (they sure were trying in the discord channel someone created though from what I saw years ago, what are the odds). The guys there were mostly autists, but the engineering kind of autist, not the spergy dramaqueen ones.
At least the wiki is still up, I wouldn't be able to cope without it.

>> No.7999848

>>7999828
> is there any ETA of it coming back?
not that i know of. the russian spambots corrupted the phpBB database somehow, so they are working on restoring it. hoepfully soon.
> discord
fuck that trash. i hope the forums come back soon.

>> No.7999854

>>7999726
This starting concept around 2015

>> No.7999859

>>7999380
>Russian
Why American keep falsely accused? Prove it.

>> No.7999869

>>7999859
the spam was cyrillic.

>> No.7999870

>>7999848
4chan got fucked this past week by spambots. There were a few issues for a bit. yesterday it took forever to load pages.

>> No.7999873

>>7999848
>corrupted the phpBB database
fuck no I had tons of forum bookmarks, god dammit

>> No.7999879
File: 134 KB, 1667x929, NESdev_russian_spammers.png [View same] [iqdb] [saucenao] [google]
7999879

>>7999859
thx ivan

>> No.7999882
File: 8 KB, 114x114, NESticle_hand2.png [View same] [iqdb] [saucenao] [google]
7999882

>>7999873
> forum bookmarks
you can use the wayback machine at archive.org for now. i'm sure it will be back soon.

>> No.7999902
File: 15 KB, 923x661, 67647904956.png [View same] [iqdb] [saucenao] [google]
7999902

>>7999319
Here's a rough sketch of what I was envisioning. Basically you can move your ship around to the ports and there are random encounters with storms and pirates.

>> No.8000029

>>7999902
so is like Dragon Quest you say

>> No.8000036

Where's all the homebrew in the OP? It's all romhacks.

>> No.8000043

>>8000029
The map would be DQ-like, other than that there would be port screens where you go and trade stuff and a combat screen when you fight enemy ships.

>> No.8000047

>>8000036
romhacking.net has homebrew as well.
if you have a homebrew archive link i'll add it to the copypasta; or maybe the idiot who stole my thread will, but i can't guarantee that.
there are at least 100x more romhacks than homebrew. unless you include basic tech demos and coding samples as "homebrew"

>> No.8000048

>>8000043
how big a ROM size you envision needing?

>> No.8000059
File: 44 KB, 451x388, skateOrDie.jpg [View same] [iqdb] [saucenao] [google]
8000059

>>8000043
what do you need to get started? do you have any programming experience?

>> No.8000064

>>8000047
I don't have a link, I do remember a thread from a year or two ago having an archive though, it had full games like Amazon's running diet, micro mages, lizard, Eskimo Bob, that Adventures of Lolo clone where you play as a cute medusa who's name i forget... can't seem to find any of these anymore.

Also, I know Amazon's running diet is technically an official release, but I count it since it's for older hardware... seems to no longer be available on their website.

>> No.8000067

>>7999879
Is this dendy fan or Turkish/Ukrainian spammer?

>> No.8000068 [DELETED] 

>>8000059
>do you have any programming experience?

Kek I guarantee neither you nor that other LARPer have any of the above, kiddo.

>> No.8000071

>>7994160
I don't believe any translation patches exist for the GBA versions. Someone made a demo for the first case of AA1 I. English, but that's it

>> No.8000082

>>8000048
https://www.lemon64.com/forum/viewtopic.php?t=34412&amp;start=105

Here's the Apple II original which is in BASIC. this is more to give a general idea of what everything in the game does, obviously our proposed NES port would be assembly code from the ground up and have full audiovisuals. the actual game would probably not need a big ROM maybe 64-128k though some banking would surely be needed.

>> No.8000083 [DELETED] 
File: 253 KB, 1920x1052, seachase_21_7_5.png [View same] [iqdb] [saucenao] [google]
8000083

>>8000068
holy fuck you are cancer please die

>> No.8000123

>>8000064
>Also, I know Amazon's running diet is technically an official release
That was made by some guys who coded commercial Famicom games back in the day.

>> No.8000126

>>7999902
just play Pirates! and think of something else

>> No.8000136 [DELETED] 

>>8000126
Thinking means nothing when you're a zoomer born in 2001 who thinks he can code retro games.

>> No.8000141

>>8000126
not same guy but Taipan really isn't that much like Pirates! other than being vaguely pirate-themed. it's more like Elite.

>> No.8000154

>>8000136
Get fucked assembly language LARPer.

>> No.8000228
File: 1.13 MB, 1631x1373, dayyyyytonnnnaaaa.jpg [View same] [iqdb] [saucenao] [google]
8000228

>>8000154
it was nice for a few months when he fucked off
he should find a high building and practice flying

>> No.8000231 [DELETED] 
File: 89 KB, 1543x719, img8.png [View same] [iqdb] [saucenao] [google]
8000231

and you thought /vr/ was snarky

>> No.8000240
File: 89 KB, 1543x719, img8.png [View same] [iqdb] [saucenao] [google]
8000240

and you thought /vr/ was cynical

>> No.8000260

>>8000231
The concept of a bounty is pretty stupid in this context, no one is going to make your shitty port for a week of beer money unless people from Venezuela are now coding for old machines and no one told me. If the guy accepts it, he probably would have done without your nickels and dimes anyway.
Everyone who knows how to make games wants to do all the infinite game ideas they have, imagine thinking they'll entertain your ideas for a game that easily.

>> No.8000282

>>8000260
https://csdb.dk/release/?id=97459

someone did take the offer and do the port he commissioned. there was a different Taipan for the C64 made by Ocean but the guy didn't care for that one, he was wanting something more like a port of the Apple II game.

>> No.8000325

>>8000282
That reminds me of one of my ideas I was floating around which was a redone NES Boulder Dash because the version we have is crap and is not even accurate or a source port and they cutesified it to appeal to Japanese 6 year olds. I was thinking of a redone version based directly on the Atari or C64 code and would be NROM for that authentically 1984 time period.

>> No.8000346

>>8000082
as was explained in there the code listing is for the TRS-80, the Apple port was part BASIC, part asm.

>> No.8000394

>>8000282
Oh. Never mind then.

>> No.8000629

>>8000064
>>8000047

Not the thread I was looking for and unfortunately the links are broken aside from the "smaller files only" download. But it might be worth bringing back actual homebrew in these threads

>>/vr/thread/6123224?__cf_chl_jschl_tk__=pmd_1c4477ef05fb4e2997087a4b9de9dab54d28c176-1627964433-0-gqNtZGzNAeKjcnBszQhi

>> No.8000834

>>7999245
Project much?

>> No.8000998
File: 218 KB, 1074x778, seachase_explosion_big_load.png [View same] [iqdb] [saucenao] [google]
8000998

>>8000834
That i can write 6502? Yes all the time.
I enjoy writing bit tricks and shifts; and counting cycles to make things efficient. It's always a three way tradeoff between amount of instructions, RAM usage, and time taken to complete each routine. If you maximize one too hard, the others will suffer: you to strike a balance. It's a fun game.
Powers of two are your friend. The way you arrange your memory and graphics can help too. Take this big explosion tile loading code here. I have a descending timer from $1F to $00 that loads an address corresponding to the top left of each explosion tile. I then use EOR to transform that value to the address of the other 3 tiles in each explosion frame. It always works no matter what part of the explosion it is loading because of how they are arranged. It is efficient, fast, and elegant. I live to write neat code like this. It makes life worth living. It was fun to draw too.
At the end of the day, i'm becoming a better programmer and artist by doing projects like this. It's all about the journey. Unlike you, who will always be a lying negative scumbag piece of shit trying to tear everyone else down projecting your own self hatred. You are too lazy to put the time in to learn anything complex. You want so bad to do cool shit like this, but you're the worst type of stubborn arrogant imbeclie and you will never change for the better. That is unfortunate. Eat a bag of dicks and rot in hell you fucking faggot. Have a nice day =)

>> No.8001678

>>8000998
efficient code not even bothered with in many commercial release back in the day, it was like oh well it runs good enough and we have a due date to have the game shipped. sure there's a bunch of slowdown that could be resolved with improved coding but who gaf

>> No.8001683

>>8001678

>>7999726
That can partially explain why a project like AA take so fucking long. modern homebrewers highly autistic about writing perfect, optimized code because they have all the time in the world to do it whereas commercial programmers were given a fixed target like 6 months to finish.

>> No.8001750

>>7996278
Trying to disassemble a ZX Spectrum or Atari ST game with scrolling is for the birds.

>> No.8001785

https://www.youtube.com/watch?v=aJH_5EqQ6a0

This is a CV homebrew of the Activision Atari 2600 game Kaboom! But meh, I wouldn't have bothered myself. Game's too simple and repetitive. It's ok for the 2600 but CV games you tend to expect a little more from.

>> No.8001791

>>8001785
Kaboom was only a 2k game.

>> No.8001805

>>8001791
yeah so see that's why I said it was kind of a silly waste of time for a CV game. Now ok on a home computer it'd be fine because there are no rules and you can do anything you want, a game can be as primitive or advanced as you want. consoles are a little more rigid in what is expected from them.

>> No.8001824

>>8000998
>nesblast engine: point and click nes game creation
sigh

>> No.8001829

>>8001785
Unrelated but kaboom has got to be the most overhyped boomer 2600 game, proportionally speaking, what's the appeal here? You're literally just sweeping a pad across the screen touching sprites before they reach the end.

>> No.8001832

>>8001829
that would be half the 2600's library anyway

>> No.8001848

>>8001785
>>8001805
so ZX Spectrum port yeah and this Coleocovision thing can be used as the basis for it

>> No.8001859

I couldn't find a good video of Kaboom on Youtube for some reason.

>> No.8001920
File: 14 KB, 256x224, Go for it! Goemon 3 - The Mecha Leg Hold of Jurokube Shishi (Japan) [T-En by DDS+Djungelurban v3.1] [n]-001.png [View same] [iqdb] [saucenao] [google]
8001920

>>7982550
Made a small hack that ports the title screen hack made by Djungelurban to v3.1 hack
https://files.catbox.moe/tzpwe6.zip

>> No.8001958

>>7982550
I had some fun this weekend using the zelda a link to the past randomizer:

https://alttpr.com/en/start

It made the game feel fresh again.

>> No.8001989 [DELETED] 

>>8000059
>do you have any programming experience?

He read one forum post about 6502 coding. Maybe his favorite Youtube celebrity made a video about NES game development. Kek.

>> No.8001993

>>8001989
You could actually be helpful and less of a bitch.

>> No.8001997

>>8000325
But can you code.

>> No.8002013

>>8001683
see, Sea Chase guy made a couple improvements over the original Atari code and he's probably spend a lot of time optimizing it which why it take so long. if this was commercially done game in 80s they'd be like get done in 8 weeks and there's no time to fine tune or optimize it.

>> No.8002024

>>8000998
Z80 is better it has block copy commands and 16-bit registers.

>> No.8002026

>>8002024
Well, it would be nice if the NES had working BCD mode. But it doesn't.

>> No.8002031

>>8000240
Glad he finished it but that one dude in the thread was annoying as fuck.

>> No.8002035

>>8002031
There's always one.

>> No.8002037

yep, always

>> No.8002064

>>8001920
>the leg of mecha hold
>the mecha leg hold of
>the mecha hold leg of
>the leg of hold mech
what the fuck is going on with that title

>> No.8002074

>>8002031
See there's the difference between someone who can actually code and someone born in 2001 who thinks he can code.

>> No.8002080

https://www.youtube.com/watch?v=WnqMJy_xmNk

and homebrew of Digger on the CV though I'd have fancied a C64 one myself

>> No.8002084

>>8002080
It might have been easier to convert the original x86 code to Z80 because the two CPUs are much more similar while 6502 is totally different

>> No.8002315

>>8001683
>>8001678
Actually I'd never thought about it that way.

>> No.8002383

>>8002074
Give up already, dude.

>> No.8002425

>>7993974
>>7993938
The big games like SMB3 took as long as 2 years to finish.

>> No.8002541

>>7999726
Can need more tweak, slow updates

>> No.8002580

>>7997293
kek

>> No.8002873

bump

>> No.8003102

>>8000998
OMG just embarassing

>> No.8003104

>>8002024
Well is the Z80 on the NES right now? Yeah thought so.

>> No.8003241

>>8003102
>>8003104
you live a sad useless life.

>> No.8003574

>>7982550
Latest Doom 32X Resurrection build:

https://www.youtube.com/watch?v=kKz9ItBdodw

Now has full screen low-detail mode rendering (same as Jaguar) and windows high-detail mode rendering. Supports SNES style floors and ceilings, 32X style rendering/lighting, and full PC style lighting. Has full enemy sprite animation support so infighting is back, can have full set of Jaguar Doom Maps if you use that WAD, and has redone FM Synth music and Sega CD Support for playing CD Audio music. Also has saving support. And finally rendering is now handled on both SH-2s to improve performance (Now consistently runs at 20fps or higher).

>> No.8003973

>>8003241
>i live a sad useless life.

>> No.8004505
File: 132 KB, 710x510, zero_wing_youknow.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8003574
that's awesome. reminds me of the SA-1 hacks even if it's a pure code improvement. i would have shit my pants in 1995 seeing that on a genesis.
...i wonder what's going on with Anons 3d genesis engine
>>8003973
it doesn't have to be that way.

>> No.8004565

>>8003241
For posting a dumb little joke about your "z80 is better" post?
Touch grass if you're actually upset about it, holy shit.

>> No.8004934

It should come as no surprise that script kiddies who took one Python course at the local community college cannot into asm.

>> No.8004954

>>8004934
lol how do i fish for asm?

>> No.8004968
File: 1.56 MB, 1280x720, 6502_16bit_artithmetic.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8004934
registers can be a bit awkward to work with if you are used to variables in higher level languages, but, it's a skill that can be learned. you just have to put the time in.
please ask questions for the thousandth time.

>> No.8005035

Anyone got any o'dem new buyfag homebrew dumps?

>> No.8005039
File: 162 KB, 860x1048, 89.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7995404
So how's the work coming along on this? Any progress, updates if anything at all is being done?

>> No.8005243

>>8005035
i got you bro
https://pastebin.com/VXHk50xw

>> No.8005368

>>8005243
Nah, I'll just wait til what I need inevitably gets dumped, say 'neat' after playing it for two minutes, and move on.

>> No.8005384
File: 15 KB, 270x254, external-content.duckduckgo.com.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7995404
>on the NES you cannot do this and since it's scrolling vertically you can't have any status bars unless MMC3 was used
>he doesn't know
ANROMbros let's laugh at him

>> No.8005467
File: 129 KB, 1743x794, cobra_triangle_title_nametable2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8005384
> AxROM
That's one way to do it, Rare did this, but it's not even necessary. You could do it with an NROM. Set vertical mirroring, use one nametable for the gameboard, and have one status bar drawn at the top of the other nametable. Set sprite 0 near the bottom, when it hits, set the ADDR pointer to the top of the "other" nametable, set X and Y scroll to register to 0, and there you have it. You can load in vertically scrolling graphics as necessary in the "masked" region that the status bar covers.
It's not (relatively) difficult to have one status bar, but two can get messy. Looking at that screenshot, the top bar consists of the Title of the game and the score. There would be plenty of room work the score, lives, and level into a single bottom status bar; ditch the top one and the title of the game. That's how i would do it anyway.

>> No.8005529

>>7983690
More cool stuff

>> No.8005618

https://cdn.discordapp.com/attachments/701975082280681573/861431880142028820/Beyond_the_Pins.nes


Here's one someone dumped awhile back that nobody else had, I got a google drive link bookmarked somewhere that's got a decent amount so I can try and send something here.

>> No.8005646

>>7995404
I would leave out the stupid voice sample from the Colecovision.

>> No.8005809

>>7999726
Kino early release

>> No.8006194

How I get mojan twin ZX spectrum games to run in retroarch

>> No.8006235

>>8006194
Make sure you have the correct bios files needed for the core to actually work, after that you should be golden

>> No.8006313

anyone have a rom for trophy?

>> No.8006493

>>7982614
I don't even know how to start, otherwise maybe I would.

>> No.8007217

>>8006493
what system?

>> No.8007317
File: 3 KB, 104x97, megaman0.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8006493
https://www.youtube.com/watch?v=n1yloWiWVxY
Here's the buster in Megaman 4 being altered. It's basically this, but with an entire game.

>> No.8007647

Hello, I put the Xeno GC, I have the Xeno GC shell with an original game, but the swiss DVD does not boot at the first start, on the other hand by doing a reset the swiss DVD works and the games too, do you have any idea where this might come from? Thank you

>> No.8007654

>>8007647
Weird. Is that how it's supposed to work? Might be a power supply issue? If it works on second boot i wouldn't worry about it too much.

>> No.8007668

>>8007654
However at the first start the led turns orange to confirm that the odd has been flashed

>> No.8007771

>>8005224
port of BBCC on C64 or Mega Drive

>> No.8007831

>>8007771
It's a pretty small, simple game as things go but still a lot of work to port it.

>> No.8008179

>>8006235
I believe I have them, I can get other ZX games to boot fine most of the time, but not any of the mojon twins homebrew, even setting it to 48k as suggested. Their website instructs you to type "load" but nothing happens when I do.

>> No.8008456

>>7986019
The wonder

>> No.8008556

>>8007771
>Mega Trash
No thank

>> No.8009293

>>8005618
what is it?

>> No.8009301

>>8009293
i played it a bit, it's like a Lucasarts / Bowling game hybrid. Weird but kinda cool. A bit too slow paced for my tastes though personally.

>> No.8009547

>>8007217
I am >>7986940
I want to try looking at MGS so its got both a PC version plus a PS1 version

>> No.8009581

>>8007217
>>8009547
failing that, I like most everything on N64

>> No.8009953

>>8009293
Your face

>> No.8009981

>>8004505
Final match in Metal Gear.

>> No.8010127

>>7999726
Awhile yearly back.

>> No.8010318
File: 52 KB, 634x475, polystation.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8009547
Well you can start with NoCash's notes on the Playstation
https://problemkaputt.de/psx-spx.htm
Here's a disassembler
https://www.romhacking.net/utilities/1533/
Metal Gear Solid has one utility to see the face graphics, so, that's something. See if you can screw with it
https://www.romhacking.net/utilities/1510/
I know this game has some compression and the audio was a pain to extract, so, it may not be the easiest choice. Good luck.

>> No.8010837

>>8000059
not that anon, but what do if one has barely any programming experience?

>> No.8010872
File: 99 KB, 1200x857, basic-programming-atari-2600.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8010837
decide on a console to target, check the copypasta, and post questions in the thread. the best thing you can do is realize it will not take a day, or a week, or even a month. gl

>> No.8010897

>>8010837
>>8010872
a pro like Naser Gebelli spent about a month familiarizing himself with the Famicom prior to working on FF1. admittedly he had only poorly translated Japanese documents in Engrish and you have better programming resources online than that

>> No.8010948
File: 110 KB, 1811x826, soccerDebug0.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8010897
It's way easier in modern times with wonderful resources like NESdev and emulators with step through debuggers.
Personally, coming from higher level languages, it took me a about a month to nail the basics of ASM and an assembler to "get stuff running" and another few months to really visualize and internalize how each piece of the NES architecture works together. However, there are obscure "gotcha potholes" everywhere I'm still learning things honestly.
The only thing you really need is patience and a willingness to ask questions. You should also ignore all of the shitters around here who tell you how easy everything is and have never written a line of code in their life. Just work at your own pace and celebrate each little victory, otherwise you will give up out of frustration. godspeed.

>> No.8010998

>>8010318
Tbh I wonder if the pc version of that game wouldn't be easier to disassemble and change stuff around in

>> No.8011009

vk dot com (slash) pdretrogames

Just to let you guys know, if anyone used this page for homebrew, now it doesn't bring up anything, it was either taken down or locked to members only.

>> No.8011020

so if I really want to try learning to edit and do homebrew stuff it will be worth it to learn assembly right?

>> No.8011027
File: 1 KB, 114x114, NESticle_hand.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8011020
it is a necessity. start with these:
>>7999245
>>8007317

>> No.8011113

I did some NES DEV as a kid. I really only made tiny stuff. I did make a really shitty metroidvania at some point. Eventually got filtered by scrolling. Good times.

>> No.8011127
File: 9 KB, 261x250, zophar.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8011113
heh nice. i still have a 20 year old unfinished metroid romhack on zophar.

>> No.8011146

>>8010948
>You should also ignore all of the shitters around here who tell you how easy everything is and have never written a line of code in their life

It's easy for people who aren't babbied Millenials/Gen Z who live in their mom's basement at 35 and only know script kiddie languages. Millions managed to do assembly language in the 80s-90s just fine, no?

>> No.8011214
File: 869 KB, 1492x2128, seac_20210428_013433.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8011146
> millions
No. Many amateurs back in the day dabbled in Basic but few could write fluent ASM. The people who did were usually college educated professionals and i doubt it was ever in the millions. It was never easy: There is a reason ASM is all but abandoned today. Even if you take the time and learn what you are doing it is exponentially more time consuming and more difficult to write and debug assembly language than any of the hundreds of C-likes in widespread use today.
If anything, i have a much greater appreciation for higher level languages now, but i enjoy writing ASM because i'm a psycho who loves counting cycles and bytes. Bit tricks are fun to plan and write. For me, it's the authenticity of seeing your work on a real console and CRT too. Beautiful and exhilarating.

>> No.8011245

>>8011214
QA
OK

>> No.8011303

>>8011245
i forget where i found that, on like a T shirt or something. thought it was fitting =)

>> No.8011307

>>8011303
Much more fitting than the keyhole-in-a-key, I think.

>> No.8011309

>>8011307
you can't really tell from the picture but it has a circuit board pattern

>> No.8011384
File: 126 KB, 320x240, SLUS_006.64_09042020_204303_0196.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Do you guys know if there's a PSX emulator that displays the polygon count?
I wanted to know how many polys is Xenogears drawing at once.

>> No.8011390

>>8011214
>The people who did were usually college educated professionals and
I mean, yeah it took that to make Street Fighter. Of course that's not counting the 19 year olds hired as a summer job to port it to the Amiga (if you can even call those versions a "port").

>> No.8011397

>>8011384
about tree fiddy

>> No.8011490
File: 299 KB, 430x430, jaguar_do_the_math.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8011390
if you think your personal experience in learning retro game development is going to be akin to a dubious urban legend producing a heroic miracle in a ridiculously short timespan, you're gonna have a bad time.
...i wish there was more i could do to get people involved with retro development, but at this point, i honestly don't know how. whenever the conversation here exits the realm of tech specs, the thread becomes eerily silent. i'm tired of posting tutorials and researching information for anons for the hundredth fucking time only to never hear a single follow up from anyone. it's lonely and exhausting. i'll keep trying though.
all the while the choir of useless shitbrains keep LARPing about how easy everything is. heh. yeah ok. everything is "trivial" until you actually try to do it. i guess it's my unwanted responsibility to correct this grossly inaccurate arrogant misinformation with the hope that Maybe if you set realistic expectations then Maybe you stand a chance of persevering through he brutal introductory learning process and start making awesome shit. that was the hope for this stupid thread after all. i'll keep trying i guess.

>> No.8011496

>>8011490
>whenever the conversation here exits the realm of tech specs, the thread becomes eerily silent. i'm tired of posting tutorials and researching information for anons for the hundredth fucking time only to never hear a single follow up from anyone. it's lonely and exhausting.

what did he mean by this?

>> No.8011498

>>8011490
mate, even though it doesnt seem like it, your doing god's work. keep going at it!

>> No.8011503

>>8010872
>>8011490
dont know if your the same anon, but im the person who asked about the ps1 and the no programming experience question. if i wanted to get started, would i go on a site like https://ps1.consoledev.net/
and learn mips asm?

>> No.8011506

>>8011496
He thinks people aren't getting their homebrew projects done fast enough for his tastes when he admitted himself it's taken fuck many months on his Sea Chase project.

>> No.8011523

>>8011506
I have a fuckton of project ideas. It's hard to pick one and commit to it.

>> No.8011528

>>8011503
that would be a good start yeah. i'd suggest setting up a Win98 VM and checking out some of these SDK's. >>7997054
>>8011506
it was alot more work than i expected. everything is done except the music.

>> No.8011534

>>8011523
>>7995404
Ok but if you're doing a first-time game project, I would avoid scrollers in general. a fixed screen game is a lot easier to do.

>> No.8011789

https://www.youtube.com/watch?v=geIC5XCPlpA

>> No.8011854

>>7992416
Woah, thanks dude

>> No.8011898

>>7982550
Any devs here? Which would be more fun to develop with for a first timer, N64 GBA or DS?

>> No.8011936

>>8011898
GBA is the most well documented and easiest to work with out of those three. N64 is jank city and DS is a bit more complicated with less resources and tools.

>> No.8011939

>>8011936
DS has fewer resources and tools than GBA, really?

>> No.8011947

>>8011898
You can't go wrong with GBA or DS as a beginner. You can do everything in C. There's plenty of libraries, resources, and documentation.

>> No.8011948

>>8011939
GBA has a ton of tools and a healthy community.
https://gbadev.org/docs.php
https://gbadev.org/tools.php
It's a fairly straight forward machine that's powerful enough to reasonably use C/C++ on. It's not that the DS doesn't have any, but, it's a bit more complicated and a bit less popular.
here we go again...

>> No.8011959

>>8011948
In my experience nearly everything you can use on the GBA works on the DS and works in the same way. DS has additional hardware you can play with such as 3D, but you don't really have to mess with that if you don't want to. Frankly the console can just be a fast GBA if you want to use it that way. Might just be observer bias but I always found the DS homebrew scene more active than the GBA.
>spoiler
I'm sorry, I didn't realise this was the subject of some previous argument.

>> No.8011971

>>8011959
interesting, maybe things have changed lately. you have any good DS dev sites to add to the copypasta?
nothing against you man you're cool. i'm just a whiny bitch today

>> No.8012587

>>8011496
You know, if he wants people to do stuff it would help if he didn't take every other post to tell everyone it's too hard and they can't do it.

>> No.8012781

>>8011939
The GBA even has books on development.
The DS on the other hand has hidden complexity in the form of 2 processors, the main one being absolutely crippled except in a very special case(running code from the TCM).
A lot of that gets ironed out by the SDK but if you want the complete performance you're in for a world of slight pain.
t. DS dev

>> No.8012789

>>8012781
GBA is too modern and easy. it's not very fun like Atari 2600 coding is.

>> No.8012793

>>8012781
If you're just getting started you can ignore the ARM7 completely. You don't even have to produce your own binary, the SDK provided one is fine.
The way I see it is that the complexities are stuff you can grow into, not stuff that's required to get the ball rolling.

>> No.8012805

>>8012789
That is why I would recommend it for a beginner.

>> No.8012806

>>8012789

>>8011214
you can tell this guy was working from a modern "clean" coding mindset and not used to what actual vintage hardware throws at you. having said that, of all platforms that came out in the 20th century, probably the Mega Drive and Gameboy are the cleanest and most amenable to someone used to modern architectures.

>> No.8012823

>>8012806
It's hard, but that's why I like this stuff. there's no challenge to developing for a modern architecture, you're not forced to sit around and think "will I have the memory space to do this? will this be too many sprites for the scanline limit? is this going to cause unacceptable slowdown?"

>> No.8012867

>>8011490
Most of the people with the drive and intellect to get into retro dev can google up the info they need, and aren't just waiting on /vr/ for someone to post a tutorial. I would recommend using your energy to try and answer questions from people in the thread who actually seem to be working on something rather than just being interested, but I figure most of them would probably ask in a more specialized forum. I dunno what to tell you man.

>> No.8012913

>>8012789
>it's not very fun like Atari 2600 coding is.
masochist

>> No.8012915

>>8012913
That's kind of the point. The limitations are what make it fun.

>> No.8012943

>>8011789
Ayyyyyy NEAT
Is this for the NES? Not a fan of using stuff from other franchises, but I dig the extra stuff.

>> No.8013040

>>8012806
it definitely took some adjustment. the PPU pointer with separated memory and serialized controller reading made no sense to my brain at first. even registers felt awkward for a while. using flags and branches as the sole means of control flow takes some time to get the hang of. it's a cauldron and if you don't get burned alive you emerge a much stronger dev.
>>8012823
agree =) working with "zero constraints" is kind of dull. it's fun to optimize out of actual necessity. sweating the bytes and cycles is a trip man.
>>8012943
ya it's a romhack of SMB1

>> No.8013216

>>8011971
https://dsgamemaker.jada.io
also, move the serenesforest link to GBA dev.

>> No.8013643

https://www.youtube.com/watch?v=G9d8emKk-Q0
Silver Surfer NES source code in a DOS IDE. The guy is going to make more videos about it. Exciting times.

>> No.8013683
File: 5 KB, 372x348, vegas_dream_news.png [View same] [iqdb] [saucenao] [google]
[ERROR]

https://www.youtube.com/watch?v=NRXgUoVbsd0
An unreleased Tim Follin song. Holy shiiiiitttt

>> No.8014079

>>8011947
Right-leaning

>> No.8014774

https://www.youtube.com/watch?v=kQPAkts2rEQ

>> No.8014814

>>8011496
He means he goes on and on about how hard it is and how no one except him could possibly do it, posts his embarrassing cope, gets laughed at, and the conversation dies before it can even get started.
Meanwhile, zoomer discord trannies are making and even selling shit.

>> No.8014831

>>8014814
> no one except him could possibly do it
weird because i keep posting information and tutorials

>> No.8015121

>>8011490
It's the other way around, the only way to get more people into retro game development is to inspire them with awesome shit and make them think that it's something they can do.

Of course most will quit, but wanting retards to stop acting like retards and being realistic about the learning curve and such is the perfect recipe for people to not even try.

>> No.8015673

>>8014774
Saw many his programs on other console

>> No.8015692

>>8011490
Just because anon not posting daily progress reports don't mean nothing's getting done.

>> No.8015708

>>8014774
'Sup Keith

>> No.8015729

>>8001785
Why play Kaboom if you can't use the wheel controller it was designed for

>> No.8016107

>>8012913
Boi

>> No.8016342

>>8015692
What is asserted without evidence can be dismissed without evidence.

>> No.8016539

>>8014831
Links to said information and tutorials? I've never seen any and didn't see anything about a tutorial ITT except you crying about them. But I've seen lots of shitposts by people who believe that because they're low skill coders everyone else must be even lower. Not sure if that's ever you or always you or never you. If not you and you actually have something to offer you might want to trip up so you don't get mixed up with that. Posting some links to what you've done will make the answer clear.

>> No.8016569

>>8016539
he was the Sea Chase guy he's being doing something for a couple months now. also do not encourage the creation of tripfags. seriously.

>> No.8016662

>>8016539
well my 3 byte hex to decimal score converter is pretty efficient. that might clear things up for you. >>7995439

>> No.8017683
File: 80 KB, 490x369, 1623630193400.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

Hows my lil dude /hbg/

>> No.8017705

>>8017683
i like his shimmy and his magic blaster. cool to see some trajectory change on the hammer.

>> No.8017710
File: 19 KB, 512x240, 1616122237466.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017683
Heres a preview of the level he appears in

>>8017705
He throws reskinned birdo fireball

>> No.8017724

>>8017710
i like the cave aesthetic
> birdo
Ahh so thats an SMB2 hack?

>> No.8017726

>>8017724
SMW actually

>> No.8017758

Use this if you want to pull off gba stuff easily: https://github.com/GValiente/butano

>> No.8017814

>>8016662
So >>8016569 didn't clear it up? That's that faggot I thought you were.

>> No.8017828

>>8017726
Shoulda guessed. I feel like people can do anything in SMW at this point. And I'm struggling just to fix the fucked up color pallet, especially on bosses.

>> No.8018130

>>8017726
*Metal Gear 2 (SNES)

>> No.8018379

>>7982550
not working on anything but i was thinking on maybe doing something.
I got the official rom of demons of asteborg
https://uptobox.com/r4puu3ww77zv
(in case you want it) and while is playable on gens32 it has some glitched textures,prboelm is that the rom is 15 Mb in size so there aren't too many emus that allow those roms.

>> No.8018404

>>8018379
15 megabits is 1.9MB. Is it that emus won't allow that because it's an odd ROM size that commercial Genesis games wouldn't have used?

>> No.8018610

>>8018404
probably. it screws with the memory addressing. you can fix it in a hex editor by adding a bunch of zeros to get it up to size.

>> No.8018639

>>8018404
>>8018379
> glitched textures
that could also mean a bad or incomplete dump....

>> No.8018669

>>8018404
it seems you didn't understand i said 15 Mb (megabytes) i didn't said 15 mb (megabits) in fact the game is one of the biggest games in megadrive now (paprium and pier solar got their asses kicked) yet most emulators allow only 6 Mb roms top.
>>8018639
is a full dump because the developers packed the rom with an emu and sold it on steam but i want to have it in my gens32 collection since is better.

>> No.8018723

>>8018669
>>8018379
what is it with homebrew guy trying to make these absurdly huge epics? a lot of the MD's classics were in the 4 mbit to 8 mbit range.

>> No.8018753

>>8018723
I can't think of too many really great 4 mbit MD games, most of those were early stuff like Altered Beast from before the system really took off. The classics everyone remembers were generally 8-24 mbits. It was really Strider and Sonic 1 that got everyone buying MDs and those were 8 mbits.

>> No.8018854

>>8018723
>>8018753
>i didn't bother to read and i can understand too many words at once specially techno words so he mentioned 15 i will comment on that.
what is it with people barelly reading here,what's more check teh fucking rom i posted is the whole rom here>>8018379 check the size of rom.bin then make your comment and stop pretending to be smart
>mmuuh but you said 15 mbit
i said Mb which is megabytes learn to read
>muuh i can't think of great 4 mbit megadrive games
in megabits demons of asteborg is over 160 mbits no one cares about bits or megas anymore (specially with the paprium game released sucked ass was just another generic beat em up worse then anything already released on megadrive and was promoted as 80 mbits yet sucked and looked generic)

>> No.8018896

>>8018854
>i said Mb which is megabytes learn to read
Mb is megabits and MB is megabytes genius. we won't even get into "Mebi"
> barelly reading
....

>> No.8019076

>>8018723
Self-indulgent idiots who do this stuff because they can.

>> No.8019280

>>7983690
Holy moly

>> No.8019345

The cartridge slot on the MD maxes out at 32 mbits unless additional decoding circuitry is used to go beyond that. It would be possible if decoding circuitry was used to make a game up to 128 mbits but the only MD game to exceed 32 mbits was Super Street Fighter Turbo II, and this game simply banked the ROM in 4 mbit chunks for compatibility with the Sega CD as that has its hardware registers at $500000 and the game would overrun them otherwise..

I would assume most of these modern homebrews just use a decoder and the ROM runs continuously with no banking used.

>> No.8019365

>>8019345
why go through all that trouble? wouldn't it just be cheaper and make more sense to put a sticker on the cartridge saying "Not compatible with Sega CD. Be sure to unplug before using."

>> No.8019740

>>7999485
Why

>> No.8019807

>>8019345
I'm pretty sure you'll find they're using the Sega Mapper SSF2 used. There's nothing bad or wrong with doing that. That's what SNES games that go beyond the cart size limit, as well as NES and Master System games. Even Gameboy games do it.

>> No.8019876

>>8019807
>That's what SNES games that go beyond the cart size limit

SNES games never use any bank switching. There's a handful of 48 mbit games like Chrono Trigger but there's no banking, just a decoder chip to enable memory access beyond $3FFFFF. The only reason SSFT2 on the Mega Drive uses banking was for compatibility with the Sega CD.

>> No.8019884

>>8019876
>The only reason SSFT2 on the Mega Drive uses banking was for compatibility with the Sega CD.

Which is a good reason. Having to remove your Sega CD to play a game is stupid. Again, NES, SMS, and Gameboy games use bank switching. There's nothing wrong with it.

>> No.8019910

>>8019884
but that's because they're 8-bit systems with only a tiny amount of addressable memory. the 16-bit consoles have CPUs that can access as much as 16MB which is far more than any pre-5th gen game ever needed.

>> No.8019948

>>8019884
>Having to remove your Sega CD to play a game is stupid

I've never seen what was the issue but then again i grew up on playing PC game where it was normal to do arcane stuff to get a game to run. you telling me removing a Sega CD was hard compared to adjusting DOS CONFIG.SYS to get games to work? are consolefags really that simple-minded?

>> No.8020079

>>8019910
> the 16-bit consoles have CPUs that can access as much as 16MB

Yes, but that doesn't mean the entire 16MBs is mapped to the Cartridge port. The Memory Map needs to account for a lot of other things. Considering most 16-bit games didn't go higher than 5-6MBs there's really no reason to make a bit stink about this. Bank switching and mappers solves the problem. Your game really shouldn't need to address more than 4MBs at a time on these systems.

So again bank switching isn't really something to be frowned upon. It works fine for this scenario and keeps your game 100% compatible with hardware setups.