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/vr/ - Retro Games


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6765843 No.6765843[DELETED]  [Reply] [Original]

Anyone got a rom link?

>> No.6765851

only if you have xeno crisis

>> No.6765853

yeah, i'll post a mediafire if anyone has any other worth while roms to share

>> No.6765858

>>6765843
>>6765851
We got both nikkuz https://pastebin.com/vmTUejDq

>> No.6765861

>>6765858
both are shit no thanks.

>> No.6765871

>>6765861
I played some of Micro Mages before, seemed pretty fun

>> No.6765878

>>6765871
They are both pretty fun games

>> No.6765904

As long as we're begging for roms does anybody have super mario bros 3 advance with the ereader levels?

>> No.6765909 [DELETED] 

>>6765904
Can't give you the full thing myself atm, but here's the link to the patch https://www.romhacking.net/hacks/2714/

>> No.6765918

C64 port when?

>> No.6765927

>>6765904
https://cdromance.com/gba-roms/super-mario-advance-4-super-mario-bros-3-palette-e-reader-levels-hack/

>> No.6765928

>>6765918
compared to other 8-bit machines like C64, Master System, and Gameboy the NES is a comparative spaghetti mess and much harder to understand mostly because it's so reliant on external cartridge hardware to do things those other systems do out of the box.

>> No.6765934

Pretty technically impressive game. Very high quality, almost seems a waste that guys like this aren't the ones working on high fidelity games of today. Maybe then today's games would actually be good.

>> No.6765947

>>6765928
The Gameboy and SMS are similar in that both are Z80-based and have a standard cartridge-based console setup with port-mapped video RAM that you copy the tile data into while the NES has the unique setup of a graphics ROM in the cartridge that maps directly into the PPU address space. All three machines can access 32k of cartridge ROM at a time but the NES only has 2k of RAM while the others have 8k.

Now I should stress that 2k is adequate for many games, but you do run into its limitations. For example SMB can scroll in just one direction due to there not being enough RAM to preserve the status of destroyed blocks. Lots of NES games have an extra 8k RAM in the cartridge, used for battery saves or for more advanced game physics such as having destructible tiles. Sometimes also compressed map data.

>> No.6765960

>>6765928
There are NES mappers with advanced capabilities like extended sound hardware, more VRAM for added colors, and weird stuff with scrolling but they're not that common and most of them were never seen outside Japan. MMC5 supported an extra 2k of VRAM to allow more colorful tiles but I don't believe anything actually used that. Most of the commonly used mappers are just there for banking ROMs or to add an IRQ timer which many 8-bit systems can already do out of the box.

MMC1 for example doesn't give you anything a Gameboy, SMS, or even a C64 can't already do.

>> No.6765972

I hope they'll do a full platforming adventure next. I liked Super Bat Puncher but I think they're done with it.

>> No.6765976

>>6765904
The Rom Depot. Archive.org also has a shit load of Wii U GBA games in some no-intro set. I think this is the one:
https://archive.org/download/no-intro_romsets/no-intro%20romsets/

>> No.6765986

>>6765976
https://cdromance.com/gba-roms/super-mario-advance-4-super-mario-bros-3-palette-e-reader-levels-hack/

>> No.6765994

SMS vs NES:

Z80: More overall CPU power, easier to write code on, code takes less space to store
6502: Faster IPS which is especially useful for timing-sensitive raster tricks
8k RAM vs 2k: NES needs expansion cartridge RAM to do what the SMS does out of the box
16k VRAM vs 2k: This is a bit of an asspull because the NES has CHR ROM to store tile/sprite data and most of the Master System's VRAM is eaten with sprite patterns for each direction something is facing in.
Sprites: Both have 64 8x8 sprites and a hardware multiplexer. The NES can flip sprites which saves a lot of memory. The SMS can double size sprites and use sprite to background priority but it's global and applies to all sprites. The NES doesn't have this but sprites can be set to 8x16.
BG graphics: Master System has 64 colors and can display 32 at once, the NES displays 25 of 52 colors. Each tile on the Master System can be a different color instead of being shared in groups of four. It can flip tiles as well. The NES has more vertical resolution (256x224 instead of 256x192).
Sound: Yes the SMS's sound sucks cock and balls. Three square wave and one white noise channel and no DMA so playing samples stops everything. Like with NES cartridge audio, it had the FM sound thing that was never used outside Japan.
Controller: Why is the pause button on the console? Why, Sega, why?
IRQ counters: The SMS has one built-in, the NES needs mappers for that or the sprite 0 trick which means you can't use that sprite

>> No.6766005

>>6765994
>The NES doesn't have this but sprites can be set to 8x16
I didn't know that, I thought it just had 8x8 sprites.

>> No.6766007

>>6765927
>>6765976
Thanks.

>> No.6766018

>>6766005
It does and SMB3 is the most well known game to use 8x16 sprites. The main advantage of this is saving some CPU time since fewer but larger sprites means less stuff to move around. The Master System has a 2x scale sprite feature and sprite to background priority (ie. the sprites can move in front of or behind tiles) much like the C64 has, but the C64 lets you select it individually for each sprite while the Master System doesn't and it's a global flag that applies to all sprites.

>> No.6766023

>>6765986
RHDN has the patch.

>> No.6766030

Many SMS games felt like home computer shovelware, they often never had the polish of NES games.

>> No.6766102

it's a bit silly how NES mappers have sometimes achieved undeserved mythos around them. stuff like VRC6 and 7 was only used in a handful of Japanese-only games and most mappers were just there for basic capabilities like being able to switch ROMs.