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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 335 KB, 621x449, hbg_natp_11.png [View same] [iqdb] [saucenao] [google]
7679650 No.7679650 [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

SMS Dev:
smspower.org

Genesis 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: @ warosu.org/vr/ (but it's been down lately...)
>>7631727
>>7597758
>>7544203
>>7485931
>>7433626
>>7373559
>>7311797
>>7262583
>>7205614
>>7155960

Want something here? Post it for the next thread.

>> No.7679658
File: 554 KB, 792x524, deus_ex_64.png [View same] [iqdb] [saucenao] [google]
7679658

what's your dream homebrew, /vr/?

>>7631732

>> No.7679678

https://www.youtube.com/watch?v=ch3GsWBSTKI

I'd mentioned about an NES port of Gateway to Apshai? Well fuck, I just realized it's got H and V scrolling and that falls into the earlier comment about how you can't do that unless MMC3 is used. I guess you could just make like LOZ and block scroll vertically.

>> No.7679872
File: 680 KB, 853x480, seachase_21_4_23.webm [View same] [iqdb] [saucenao] [google]
7679872

>>7676058
initial mission splash screen with playfield vertical scroll-in code frame is built. good ideas. still a little screen jank to work out but it's just about there

>> No.7679880

>>7679678
Zelda was originally an FDS game so it should have been possible to do 4-way scrolling as the FDS provided an IRQ timer. Anon said the code was a mess? Probably because in the process of converting it to an MMC1 cartridge game they had to rewrite much of the scroll routines.

>> No.7679910

>>7679880
you could code the game as an FDS title. i've never heard of modern homebrew FDS games but it's certainly possible and Everdrives include FDS support so the game can be tested on a real NES. however it would probably be a good idea to not use the FDS's sound chip because you couldn't very easily test it on real hardware (the Everdrive's emulation is inaccurate and you can't get the sound on a US model NES anyway).

>> No.7679914

>>7679910
That's interesting but I still think it'd just make more sense to make a normal cartridge game and use block scrolling for the vertical scroll.

>> No.7680396

>>7679678
You could also educate yourself and then do it without an MMC3. I mean, not (You) you, but someone capable of that as opposed to chasing the can't do scrolling dragon.

>>7679910
>i've never heard of modern homebrew FDS games
Your zoom is showing. There's tons of FDS home brew. It was a fucking homebrew dream. It's practically the original NES "flash cart".
>you couldn't very easily test it on real hardware
(You) couldn't. It's trivial for a grownup.

>> No.7681023

>>7680396
>There's tons of FDS home brew.
sauce?

>> No.7681325

>>7681023
Reality?

>> No.7681373

>>7681325
i mean links to FDS homebrew games

>> No.7681636

I need the latest and hottest homebrew on NES

what do you recommend?

>> No.7681663
File: 17 KB, 420x350, nesdev.png [View same] [iqdb] [saucenao] [google]
7681663

>>7681636
2020 NESdev contest entries:
https://neshomebrew.ca/files/2020/

>> No.7681703

Ignore the schizo assembly language LARPer

>> No.7681708

>>7681703
I think I'll just ignore you instead.

>> No.7681720

For anyone who's new to this particular piece of /vr/ bullshit, this schizo is autistic asshat known locally as the "assembly language larper" in order to put out some bait that's meant to look like a zoomer kid foolishly asking how to make a video game. There is no correct response to him. No matter how you respond to the bait, you're going to get met with snide, condescending remarks calling you a zoomer and a larper who doesn't know anything. This is meant to suck you in to a shitposting session. This particular autist has been doing this for years now, and shows no signs of letting up.

Your only real advantage here (other than just not engaging) is the fact that he isn't actually a programmer himself, as evidenced by the very first thread he appeared in.
https://desuarchive.org/vr/thread/4458748/
He still hasn't bothered to learn anything in the years that followed, so if you do actually know what you're talking about he'll usually back off when he realizes it. If you're as full of shit as he is, though, you're going to be at it for hours. We're all going to laugh at you both. Just saying.

>> No.7681729
File: 157 KB, 1024x651, do_not_feed_the_trolls.jpg [View same] [iqdb] [saucenao] [google]
7681729

>>7681703
he was a C larper last thread too... this mother fucker couldn't even compile stdio.h
if your response contains the word "trivial" or "zoomie" don't even bother responding.

>> No.7681735

>>7681729
Anyone using the word "schizo" isn't worth listening to either.

>> No.7681761

>>7681735
agree, learned that in /vt/

>> No.7681843
File: 52 KB, 668x740, f74rw5678.png [View same] [iqdb] [saucenao] [google]
7681843

Crossfire, another game I looked at but damn me if I can figure out what anything does or what's code and what's data.

>> No.7681848

>>7681843
these are obviously code, the CAs I think are RET instructions

>> No.7681849
File: 105 KB, 1496x896, altirra_debug.png [View same] [iqdb] [saucenao] [google]
7681849

>>7681843
Try the Altirra debugger. Press F8 to activate and F11 to step through each line of code.

>> No.7681856

>>7681848
> the CAs I think are RET instructions
no, well, not 6502 anyway. RTI and RTS are $40 and $60 respectively.
https://www.masswerk.at/6502/6502_instruction_set.html

>> No.7681864

>>7681849
it's C64 game, not Atari

>> No.7681868

>>7681864
Oh, well in that case, i don't know what tools the community uses, but, i'm sure a decent emulator with a step through debugger exists. Same advice.

>> No.7681878

>Usenet many years ago
>I posted a remark on comp.sys.cbm saying I thought crack screens on games were chintzy and I didn't like them
>some guy who I would assume used to be involved in the crack/piracy scene acts extremely offended and goes i bet you also complain about your free antivirus software having ads in
>I said "Say you what? I don't use free antivirus shit."
>"Oh well you missed my point anyway forget it."
>and goes on to say something like how crack screens were important part of the C64 scene back in the day
Seriously, he was that offended that someone criticized his precious demo/crack scene.

>> No.7681908

Almost finished Chrono Trigger on DS and was wondering if I should play Chrono Cross on Vita or PS3? How’s playing non-handheld games on a handheld?

>> No.7682138

>>7681849
the controls on the Atari as I understand it were:

>Select--choose difficulty
>Start--start game
>joystick to move and shoot

on the NES this easily translates to the equivalent controller buttons

>Select--choose difficulty
>Start--start game, pause in-game (dunno if the original has a pause feature, a lot of computer games at the time didn't)
>dpad to move
>A to shoot

>> No.7682194
File: 106 KB, 1456x979, seachase_controller_map.png [View same] [iqdb] [saucenao] [google]
7682194

>>7682138
yep. mapped them that way.

>> No.7682215

>>7682138
Part of Nintendo's Q/C checklist for NES games included the requirement that games have a title screen and a pause feature.

>> No.7682241

https://desuarchive.org/vr/thread/7631727/#7676057

when porting game from C64 or whatever you never know. sometimes you may overrun the CHR table and end up needing to use banking. NES games were typically designed to be very conservative with tile use and frequently recycling assets because you had limited ROM space, while computer games didn't have that limitation. even with MMC1/3 the max supported CHR ROM was 128k, or 32 CHR tables.

>> No.7682261

>>7682241
MMC3 can support 512KB. You can switch in 1 or 2 KB chunks, it depends what configuration you're in as to whether each chunk is 1/2 KB. Kirby had 256KB, some J game had 512KB.
If the game really had some dynamic funky graphics going on, CHR RAM is an option, but you won't be able to write to it nearly as much as the C64 could. You can only write to it in vBlank on the NES, where as the C64 can write to it at anytime. That could be problematic.

>> No.7682267

>>7682261
no i'm thinking of MMC5.... 256KB was max for MMC3.

>> No.7682271

>>7682261
The PRG ROM is 512k, CHR ROM is limited to 128k.

>> No.7682273
File: 5 KB, 256x224, kirbys_adv_nightmare.png [View same] [iqdb] [saucenao] [google]
7682273

>>7682271
256. Kirby has that. It can be referenced in 1KB chunks.

>> No.7682286

the one unfortunate thing about MMC3 is it removed the option to set single screen mirroring that MMC1 had

>> No.7682498

Do you guys know how much is the space gain from using run length encoding for 2 bit images?
Also how the hell did the megadrive encode its images? A ton of good looking megadrive games are always like less than 1mb.

>> No.7682505

>>7682498
the Mega Drive uses packed pixels which are more space-efficient than the SNES's bit planes. this is why on average Mega Drive games can get away with smaller ROMs. there are some 128k Mega Drive games while the smallest SNES game is 256k.

>> No.7682506

>>7681373
http://www.google.com/

>> No.7682512

>>7682506
i was hoping for some recommendations. what are your favorites?

>> No.7682517

>>7682512
http://www.google.com/

>> No.7682519

>>7682517
thanks!

>> No.7682529

>>7682519
Anytime, bb

>> No.7682543

>>7682286
MMC1 really kind of sucks. Banking is very slow and it doesn't add an IRQ counter or anything else to help make coding a game easier. The only thing it has over MMC3 is as you said the ability to disable the second tile map.

>> No.7682768
File: 1.01 MB, 582x972, 00-2021-04-23_20.04.05.webm [View same] [iqdb] [saucenao] [google]
7682768

>>7682505
>packed pixels
I've been using that technique, but I can only get to around 8K(6K if I do only 256x192) from 32K per image.
So I was thinking maybe it was better to use some sort of compression.

>> No.7682804
File: 99 KB, 1200x857, basic-programming-atari-2600.jpg [View same] [iqdb] [saucenao] [google]
7682804

>>7682768
>deadbabe

>> No.7682835

https://www.youtube.com/watch?v=gMfKRhLnLy0

Here's a fun obscurity, Sirius's Buzzard Bait which was only on the Apple II and PC. It didn't get on other systems likely because they didn't have the sprite capabilities to handle it. The A8's sprites are too limited and C64 would need a multiplexer which nobody knew how to do yet in 1983. Even on the NES you'd have a hard time doing this game without massive flicker/sprite dropout. Having just a dumb frame buffer without the limitations of custom graphics chips does offer certain freedoms.

The Apple II is also surprisingly fast for 1.2Mhz since the video circuit doesn't steal CPU cycles unlike on the A8 and C64 where you lose up to 20% of them.

>> No.7682850
File: 150 KB, 800x800, terry.jpg [View same] [iqdb] [saucenao] [google]
7682850

>>7682835
that is damn impressive for an apple ][ holy shit
i'd imagine that code is dead locked into all kinds of hardware tricks... and it ain't leaving

>> No.7682858

>>7682850
there's no l33t hax0r hardware tricks to speak of on an Apple II. there's just a bitmap frame buffer and a 1-bit speaker for sound. there's not even any interrupts.

>> No.7682884

https://www.youtube.com/watch?v=f7J7FhbxeoI

this also gets up to a pretty impressive framerate

>> No.7682920

>>7682804
cafebabe is 2mainstream

>> No.7682924

emulator videos never do Apple II games justice, they're always more sluggish than the real thing and the graphics look "off."

>> No.7682943

>>7682835
This game is very much like Moonbugs on the PC which was a clone of an arcade game (can't remember which one though)

>> No.7683143

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

>> No.7683243

if only someone could do a decent C64 Galaxian instead of the sad piece of crap we got

>> No.7683248

>>7681908
Playing handheld is almost always better can you still get cross on the vita though?

>> No.7683334

>>7679872
more structure and code cleaning today. nothing exciting. sorry...
it's one thing to kludge in a few lines of code to make something "work". it's another thing entirely to have a structure that does it. if you don't pay very close attention to structure, assembly language can quickly spiral into an unmaintainable mess, even more so than other languages.
i'm happy with the structure now. more fun stuff tomorrow...

>> No.7683475

>>7682512
I'm afraid you'll need to find someone with much lower standards than me if you want recommendations. They're all shit. Even stuff that would, in theory, be useful like copiers is shit. I only know/care about them because I collect them.

>> No.7683536

Sup assembly language LARPer

>> No.7683858

>>7683536
>O B S E S S E D

>> No.7684734

https://www.youtube.com/watch?v=L9pcA2AkZnM

>> No.7685990

>>7683536
https://www.youtube.com/watch?v=lsvSZamCCBM

>> No.7686008

>>7684734
I cannot stand that obnoxious youtuber. The way he says "V six times" is retarded. And who runs up to a pit of spikes and automatically assumes you have to jump into them?

>> No.7686021
File: 102 KB, 228x271, goldeneye_face.png [View same] [iqdb] [saucenao] [google]
7686021

>>7686008
hes not the greatest but the game looks really cool. there was one where he showed all of the "Please Insert Controller N64 Screens" and it was riddled with spelling errors. cool idea but oof

>> No.7686023

so I should finish learning C and an assembler?

>> No.7686040
File: 339 KB, 527x484, chuck.png [View same] [iqdb] [saucenao] [google]
7686040

>>7686023
> finish learning C and an assembler
you never finish. always room to improve.
starting would be a good step though

>> No.7686228

>>7686040
True, thank you. I mean I want to write some retro-like game that is really small. Like good enough to be played on raspberry pies and the like.
I realized I hated my major and I'm switching to computer systems engineering :') feels good

>> No.7686234

>>7686040
>retro-like game
Try Godot or Unity honestly. Targeting actual retro hardware is 10x harder but so worth it

>> No.7686239

>>7686234
>Godot
Nigger Lives DON'T Matter
>Unity
>

>> No.7686695

https://www.youtube.com/watch?v=mJnz6dEWwIw

>> No.7686758

>>7686239
>Godot
>Nigger Lives DON'T Matter
what

>>7686234
Just use Gamemaker 8.0 or studio

>> No.7686971

Is there any way to edit DSi ware games?
I have both .nds and .cia files.

I just want to do some light modding, mostly editing textures.

>> No.7687006

>>7686239
Go back to pol you fucking weirdo

>> No.7687667

>>7686971
try this
https://gbatemp.net/threads/the-ultimate-nintendo-ds-rom-hacking-guide.291274/

>> No.7688425

>>7686040
>starting would be a good step though
based and keked

>> No.7688497

>>7679650
>Previous: @ warosu.org/vr/ (but it's been down lately...)
uh, use desu?

>> No.7688618

>>7688497
i've never heard of t b h archive

>> No.7688643

>>7688294

How port this to NES? It'd be a pretty big one. You'd need 256k ROM, MMC1, and battery save. Also redoing the controls to work with the dpad instead of the keyboard.

>> No.7688728

>>7688643
Looks like someone started disassembling / documenting the C64 version: It's in Basic. heh. i'd start there:
https://www.melon64.com/forum/viewtopic.php?t=5578

>> No.7688745

i wonder if the Apple II version was also BASIC. the 16-bit versions prolly used some early shitty C compiler. maybe even compiled BASIC.

>> No.7689294

>>7688643
MMC3 would be better so you could scroll the screen around in 4 directions easily. Back in the day an MMC3+256k ROM+battery save cartridge would have been really expensive but we don't have to worry about that in 2021 now, do we? (^:

>> No.7689329

>>7689294
>but we don't have to worry about that in 2021 now, do we?
it depends if you want to release a physical game or not honestly. if you're just screwing around then go nuts.

>> No.7689352

>>7689329
who cares? you just put the ROM on Steam and it can be loaded on a Flash cart if you want to play it on a real console.

>> No.7689392

>>7689352
Right. It depends on your goals. Doing a physical release with a battery backed MMC3 with an extra ram chip could be problematic.

>> No.7689409

>>7689392
Think he's saying physical release people are autistic (which, really, it is)

>> No.7689451

>>7688497
also archived.moe

>> No.7689457

>>7689409
i'm not disagreeing lol. you don't have to worry about configurations in 2021 IF you aren't planning a physical release. if you are, then it's a whole different ball game.

>> No.7689810

the problem is homebrew NES games like Nebs n Debs where it's so obvious they wanted to make a 256k MMC3 game but couldn't be bothered or wanted to do a physical cartridge release so instead they shoehorn it into NROM and you end up with a painfully shitty, compromised game. they should be realistic about what you can accomplish with 40k of ROM and accept that that's going to be single screen black background 1984 Ice Climber tier shit.

>> No.7690132

>>7688643
Maybe learn to write hello world for the system before you start imagining what kind of cart you'd use for a game your fantasizing about porting

>>7689392
It's would only be problematic for someone playing fantasy cart design league on the internet. For a hobbyist with a few days practice laying out out PCBs it would be trivial.

>> No.7690758

>>7690132
> For a hobbyist with a few days practice laying out out PCBs it would be trivial.
True. That's not the problem.
The problem is you can't find most of these mapper chips. The other problem is it would end up costing you more money to make the cart than you could sell it for.
Anyone not going the NROM route ends up with an oversized UNROM with 512k PRG and a CHR RAM chip. You can get clone MMC3s, from what i hear, but if you choose any other configuration or mapper you physically cannot find those chips in 2021. That is the problem. unless you get into cart harvesting territory which is disgusting

>> No.7691047

>>7690758
>The problem is you can't find most of these mapper chips
That's one reason MMC3 is the no brainer option. Does a lot and is cheap and easy to find.
>it would end up costing you more money to make the cart than you could sell it for.
And yet people make and sell carts all the time. Do they loose money on every one but make it up on volume?
>if you choose any other configuration or mapper you physically cannot find those chips in 2021
If only there were cheap alternatives to the custom chips used for those mappers that were programmable even while out farming in your field in 2021.

>> No.7691059

>>7691047
> And yet people make and sell carts all the time
Most are NROM or UNROM 512: as i said
https://wiki.nesdev.com/w/index.php/UNROM_512
I've heard you can find clone MMC3s, but, they are mostly found in chinese repro carts. i don't know of any homebrew games that use them?
Flashcarts implement FPGA solutions, which to my knowledge, i don't think you could crank out in volume for less than 100 bucks and make any sort of profit, not even considering boxes or manuals.

>> No.7691065

If I wanted to use the N163 audio chip in an NES homebrew, would I be locked into only using a specific mapper?

>> No.7691081

>>7691065
A physical release would be all but impossible. You can't find those, or even VRC6's. Not to mention an unmodified american NES, or even a european one, can't play the sound from it.
But yeah, if you want to make something with one of those chips, you could release it digitally and bake it in with an emulator and release it on steam or something to that effect.

>> No.7691094

>>7691081
Oh, I already knew a physical release was impossible, but that doesn't answer my question as to whether or not I would be constrained to working with a specific mapper or not.

>> No.7691142

>>7690758
>seriously replying to the schizo assembly language LARPer

>> No.7691163

>>7690758
>Anyone not going the NROM route ends up with an oversized UNROM with 512k PRG and a CHR RAM chip

CNROM, AxROM, etc are also just discreet mapper and not custom ASIC. Wonder why you don't see those used?

>> No.7691176

>>7691094
Oh, sorry: Yes. It's a fairly nice mapper though.
http://wiki.nesdev.com/w/index.php/INES_Mapper_019
>>7691142
I should fuckin know better
>>7691163
Hmm so like, you could just throw in a TTL chip or something? I don't know?

>> No.7691182

>>7690132
>Maybe learn to write hello world for the system before you
>boot up Family BASIC in FCEUX
>type 10 PRINT "HELLO WORLD"
>type RUN
(^:

>> No.7691191

>>7691176
>Hmm so like, you could just throw in a TTL chip or something? I don't know?
http://bootgod.dyndns.org:7777/profile.php?id=362

They're just a TTL used to switch the ROM banks. No custom silicon required. In fact that's what UNROM-512 is except an expanded version that supports 512k ROM while UNROM carts back in the day were usually always 128k (rarely 256k).

>> No.7691202

>>7691191
ahhh i see. i suppose the "mapper" designation is more for emulators to know how to handle the ROM.

>> No.7691228

>>7691202
basically you had either discreet logic mappers or custom ASICs the latter of which didn't appear until 1987. the latter add all the cool stuff like battery save support, IRQ timers, software switching of the mirroring direction, etc. discreet mappers are cheap and really fast (only 2 instructions needed to bank the ROM) but add no additional hardware capabilities to the NES other than the ability to switch ROM banks, so it's basically NROM but you can have bigger games.

>> No.7691238

Amazon's Running Diet was MMC3 and they didn't do any physical cartridges, they just put the ROM up online as a freebie.

>> No.7691465

since this thread was ruined anyway by the assembly language LARPer we should just make a new one.

>> No.7691472

>>7691465
it sucks that he's breathing but it's not necessary. whatever thread you make will be polluted with "trivial" and "zoomie"

>> No.7691486

what's with that one dude who kept ranting how he hates Micro Mages because the sprites would be blurry on an old 80s TV?

>> No.7691559

>>7691465
>assembly language LARPer
Who?

>> No.7691561

>>7691559

>>7690132
This schizo.

>> No.7691614

>>7679658
Corpse Party 64

>> No.7691618

>>7679658
Darkstalkers: The Night Warrior / Vampire 1 port for SNES/SFC

>> No.7691640

yeah if you make NROM shit stick to making Door-Door, guys

>> No.7691668

>>7691640
the fuck is door door?

>> No.7691681

>>7691668
https://www.youtube.com/watch?v=IrN0_iGy2DA

One of Enix's first Famicom releases and I think it was a port of a JPC game.

>> No.7691698
File: 42 KB, 771x717, kirbys_adv_7-3.png [View same] [iqdb] [saucenao] [google]
7691698

>>7691681
it's pretty amazing that that's the kind of 1983 shit the Senpai/NES was built to do considering the things that it ended up doing.

>> No.7691717

>>7691698
Of course. But the thing is, homebrew guys imagine that people think all NES games are supposed to look like Kirby. Fine, nothing wrong with that. But then they proceed to try and make an NROM game with Kirby-tier graphics and gameplay and of course it doesn't work because you can't do that in 40k of ROM.

>> No.7691734

>>7691717
i guess i see your point in that trying to cram an ambitious game into an NROM leads to too many sacrifices, but, i do like seeing the technical challenge of it solved in creative ways.
https://www.youtube.com/watch?v=ZWQ0591PAxM

>> No.7691758

>>7691734
>i guess i see your point in that trying to cram an ambitious game into an NROM leads to too many sacrifices
Also none of them are as good as the SMB programmers. That was really insane what they managed to do with that game.

>> No.7691765

>Last thread
Med? How autismo fail?

>> No.7691768

Two things the SMB team didn't do was try and have overstuffed, overdesigned graphics (well I mean they couldn't with 1985 tools anyway, but...) or making a Famitracker tune that ate half the ROM.

>> No.7691783

A lot of these guys including the Micro Mages dude are Euro demosceners and we can all agree that Euros should be banned from ever making vidya. They cannot do it, it's just not in them.

>> No.7691819

>>7691734
I wish I could like that game. The characters are way too small for me, sadly.

>> No.7691823

>>7679658
>dream homebrew
Magical Quest 4: Mickey and Goofy for snes.
Man, I'll make that game one day, even if I spend my whole life on it.

>> No.7691839

>>7691819
No duh, we've discussed that many times before. The programmer admitted he did it that way deliberately because he was a lazy fuck who couldn't be bothered to deal with the scanline limit.

>> No.7691845
File: 70 KB, 1238x930, smb_music_format.png [View same] [iqdb] [saucenao] [google]
7691845

>>7691768
> Famitracker tune that ate half the ROM
oh god my sides. the SMB music storage/compression format is insane. the entire OST, SFX, and frequency lookup table is less than 2KB.

>> No.7691875

>>7691845
the best NES coders (I'm talking like Nintendo and Konami guys) were madmen. it's nuts what they were able to accomplish in such a tiny amount of space.

>> No.7691948

>>7691819
if they did 16x16 sprites, black backgrounds, and simplistic 1984-85 graphics (say it looked like Chack'N'Pop) then I might like it.

>> No.7692489

>>7682498
The better graphics compressions used in NES and SNES games simply used string copying of bytes, but they often rearranged the bytes so that each color plane was side-by-side to allow longer runs of repetitive data.
Bytes were compressible because each would be a 1 bit of a row of 8 pixels, which could repeat in columns but also sometimes not need the other color planes.
Also data copying can be used to recreate RLE strings, just simply start copying how many bytes of a pattern you want to create behind the output position, it then repeats the pattern as it overflows into the new data.

>> No.7693026

Has anyone here tried NESmaker?
Would you recommend it for making an RPG or would it be better to start from scratch?

>> No.7693043

>>7693026
do you have any game making experience? i would start with something much more simple first of all. do nerdy nights:
https://taywee.github.io/NerdyNights/

>> No.7693108

>>7691618
>>7679658
This but with darkstalkers 3 for the 3DS/DS

>> No.7693210

>>7691059
>Most are NROM or UNROM 512: as i said
Ackchyually most aren't and aren't even for the NES. Lads who can into electronics make massively more complex carts that sell for hundreds and sell like hot cakes.
>I've heard you can find clone MMC3s
You can. Cheap and easy to find, as I said.
>to my knowledge
Well there's yer problem. For you FPGAs are expensive magic black boxes. For an electronics hobbyist they're just another interesting line of toys, many of which are very cheap <$2. For a professional they're just tools to be used like a bitch. You wouldn't even need an FPGA for something like MMC3. A small CPLD would do.

>> No.7693220

>>7693210
do you ever quit spewing complete bullshit?

>> No.7693223

>>7692489
Thats more or less what I meant by run length. I was thinking say have 1 byte have a max of 128 pixels in a horizontal line with the sign bit being the color since I want to do a black&white game.

>> No.7693243

>>7693043
Thanks, I’ll check it out.

>> No.7693315

>>7691948
Damn, that would be amazing.

>> No.7694056

>>7679658
Castle of Illusion or Lucky Dime Caper for NES would be cool. Kinda surprised if the chinese haven't done it yet.

>> No.7695334

https://github.com/Roninkoi/CRENDER

how long would it take a non-programmer to learn enough C to make a game with this code?

>> No.7695370

>>7695334
oh boy. tough to say. first of all, you're looking at a graphics demo with a few API functions to draw shapes. this is not a video game engine. it would be up to you to implement logic, text, and possibly hitboxes to make something resembling a game.

>> No.7695373

>>7695370
I just want to make a flat shaded first person melee game, why is this so much to ask for?

>> No.7695382

>>7695373
ok. the first step i would take is figure out how the demo is drawing shapes. see if you can draw your own shapes. next, try to get a key to draw a shape, and another one to undraw that shape. after that, it's just a process of implementing more logic to draw more shapes under different circumstances. i wish you well

>> No.7695396

>>7695373
ok, before any of that though, you're going to have to get the code to compile. it says it's ANSI C compliant, so that's good news. try this:
http://mixsoftware.com/product/powerc.htm

>> No.7695404

>>7695396
But this will only run in DOS, right? would Tiny C Compiler work?

>> No.7695414

>>7695404
oh no this compiler you sent is for DOS, let's try this out

>> No.7695416

>>7695404
I would try to build it in DOSbox or a VM. In theory any ANSI-C compatible compiler would work, but, you won't really know until you can build it successfully. Pure ANSI-C can accept some gnarly inputs that modern GCC would not, so, either contact the author for his setup or keep trying compilers. gl

>> No.7695524

Do you guys know of any good spriting tutorial that takes into account actual hardware limitations and its not just "le retro art XD"?

>> No.7695532

>>7695524
I found a decent one at http://www.google.com/

>> No.7695548

>>7695532
if you weren't such an insufferable asshole and actually searched for spiriting tutorials before, most do not take into account the actual palette and palette-space limitations of old consoles. i'd be interested in one as well.

>> No.7695560

>>7695548
Sounds like you already know what you're doing, so why are you asking here for one?

>> No.7695578
File: 120 KB, 801x605, seachase_sprites.png [View same] [iqdb] [saucenao] [google]
7695578

>>7695560
i'm not the person who asked? and just because i have some idea of what i'm doing doesn't mean i can't learn a few good tricks from someone else.

>> No.7695595

>>7695560
Because am a programmer, I know jackshit about making good looking sprites within constraints.
Shit is popular as fuck, thats why am asking since there are tons and tons of useless stuff around.

>> No.7696370

>>7693220
Your ignorance doesn't make facts bullshit. It just makes you look retarded.

>> No.7696376

>>7696370
FPGA's under 2 bucks lol ok. I must be on the wrong fuckin digikey.
The problem with the NES is you need both chips with a ton of address lines to handle bankswitching properly and that can safely run at 5 volts. Those ain't cheap nigga.

>> No.7696386

>>7696376
>The problem with the NES is you need both chips with a ton of address lines to handle bankswitching properly and that can safely run at 5 volts. Those ain't cheap nigga.
well no not really you just use a step-down to drop the voltage to 3.3V. of course that's an extra component you have to pay for.

>> No.7696418

>>7696386
but you also have to step it back up to feed it back to the console? and that's for each address line?

>> No.7696774
File: 104 KB, 365x876, lol.png [View same] [iqdb] [saucenao] [google]
7696774

>>7696376
>I must be on the wrong fuckin digikey
Nah. You're just retarded. Pic related.
>a ton of address lines to handle bankswitching properly
MMC3 is a 44pn QFP, 37 of those are I/O. You need 37 I/O pins, just like the original part.
>safely run at 5 volts
The voltage the part runs at is irrelevant. You either need 5V tolerant I/O or level shifters.

>>7696418
Nope. That's not how the MMC3 works.

>> No.7696813

>>7696418
No. The cartridge slot supplies 5V to the cartridge PCB which has a step-down to reduce the voltage to 3.3V.

>> No.7696815

>>7696774
oh neat i just have to order a minimum 5000 to get those prices... fuckin neato
So if i found a 5v QFP 44 pin chip how would i get it to behave like an MMC3?

>> No.7696832

after this Sea Chase project is done someone will have to put it on an Everdrive and try it out with a real NES to make sure it does what we think it does because with emulators you never know

>> No.7696854
File: 869 KB, 1492x2128, seac_20210428_013433.jpg [View same] [iqdb] [saucenao] [google]
7696854

>>7696832

>> No.7696863

>>7696854
As is usually the case it looks far better on a real machine with a CRT. the border has a nice braided effect that's absent on emulation.

>> No.7696867

>>7696863
ill set up my stupid Hauppauge tomorrow and get some real footage

>> No.7696869

>>7696854
>Gyromite cartridge
what

>> No.7696875

>>7696869
that's a late 2013 famicom everdrive N8, before the american one was even released, with a real gyromite converter.

>> No.7696890

>>7696875
bleh. old Everdrive revisions like that are ok enough for just playing basic bitch UNROM or MMC1 games but that was before support for a lot of the more exotic Famicom mappers was added.

>> No.7696898

>>7696890
i have the latest firmware idiot

>> No.7696903

>>7696863
dunno how the Atari original looks on a real machine. it's probably a little smoother because the NTSC burst on the A8 stays constant from line to line while ithe NES flips it 52 degrees every line, which is why its graphics have a "netting" effect to them. on the Atari it should be more like faint vertical bars.

>> No.7696910

>>7696898
Neat, you can play LaGrange Point and have it sound like ass because half the sound is missing on a toaster NES.

>> No.7696912

>>7696903
it honestly just looks like scrolling (R)'s. shitty phone camera sucks. i'll get console capture tomorrow.
the original was using some stretched double size text mode but that isn't a realistic option here.

>> No.7696925

>>7696912
>the original was using some stretched double size text mode but that isn't a realistic option here.
yeah the A8 has a couple of useless double size text modes for memory saving reasons because it was designed in the late 70s when memory was expensive and they anticipated selling machines with only 4-8k of RAM. since RAM prices quickly dropped after their launch, those video modes became pointless.

>> No.7696928

>>7696910
it's possible to mod but i haven't done it. gimmick would be fun

>> No.7697149

>>7696815
>oh neat i just have to order a minimum 5000 to get those prices
Nah. You just need to not be retarded and pick a part with a lower moq, or discover that there's more than one place that sells components.
>>7696815
>how would i get it to behave like an MMC3?
You wouldn't. For a myriad of reasons, ranging from you being incapable of even understanding that's not what you should be looking for to the ridiculousness of the wildly fanciful notion that you'd be able to program such a part.

>> No.7697801

>>7695334
I've got an even better idea, are there any open source wireframe games?

>> No.7697838

>>7697149
> that's not what you should be looking for
didn't you just say it was?
> wildly fanciful notion that you'd be able to program such a part.
that's the one thing i probably could do. fuck me if i could wire it to a breadboard or whatever i'd have to do to flash the ROM though.

>> No.7698290

>>7696910
that game isn't even that good. basically an absurdly expensive tech demo that retailed for something like 100 USD (I don't know what that would be in yen).

>> No.7698728

>>7697838
>didn't you just say it was?
I didn't. You may recognize the words I used because they're English but you have no idea what they mean in this context. You'll need a basic understanding of the subject to understand what I said.
>that's the one thing i probably could do. fuck me if i could wire it to a breadboard or whatever i'd have to do to flash the ROM though.
I'm not even sure where to start here. There is no ROM. There's a configuration that needs to be loaded into device. This configuration needs to be programmed in a language that can be complied into a bitstream the part understands. You either must learn one of those languages or use a tool that helps you translate equations/schematics/whatever (all of which you must first learn to create) into one of those languages. I could go on but since I lost you at "There is no ROM" there's not much point.
tl;dr: No and no

>> No.7698842

>>7698728
>There is no ROM.
ok
>There's a configuration that needs to be loaded into device.
hmmm....
> I could go on
go on....

>> No.7700108
File: 2.74 MB, 853x480, seachase_21_4_28.webm [View same] [iqdb] [saucenao] [google]
7700108

>>7679872
transition screens are done with smooth playfield scroll in.
it was difficult to get a perfect moving sprite 0 hit for the vertically scrolling background color change but you can accomplish difficult things when you put your mind to it.
>>7696832
video captured from real console

>> No.7700152

>>7700108
https://www.youtube.com/watch?v=9fLAjL1JhQo

it'd be a hell of a lot easier to just scroll the title screen like the early Namco titles and not scroll the playfield

>> No.7700162

>>7700152
you are absolutely right. i don't do things because they are easy.
anyway, i like the instant title screen load. every screen is instantly skippable too.

>> No.7700459

>>7698842
It's great you're interested but this really is OT at this point. You should check out an electronics hobby site like sparkfun. You'll find all the basics you need to know covered in detail with explanations and pictures done much better than I could ever do here.

>> No.7701321

is there any reason why mesen/nestopia/bnes are showing varying colors for the same thing?

>> No.7701545
File: 55 KB, 730x611, palette_nes.png [View same] [iqdb] [saucenao] [google]
7701545

>>7701321
Yes. The real NES generates color in a non-standard way. It takes the NTSC colorburst and throws voltages at it, somewhat haphazardly. No CRT will ever agree on what "color" it is trying to display, hence why "the sky is purple" and each emulator can't agree on colors either. Most emulators allow you to load a palette file.
https://wiki.nesdev.com/w/index.php/NTSC_video
https://en.wikipedia.org/wiki/Colorburst

>> No.7702069

>>7701545
different PPU revisions also have slightly differing color palettes

>> No.7702345

>>7701545
i see, thanks
used mesen for a quick recording beforehand and it shows a blue sky so i guess that's good enough

>> No.7702383

>>7691163
>>7691059
the answer is because you can buy cheap NROM or UNROM 512 chink PCBs on Aliexpress.

>> No.7702431

>>7679658
Shantae for TG-16 and possibly PC-98.

>> No.7702436

>>7691561
>issues
Take your med.

>> No.7702480

https://www.youtube.com/watch?v=bd7NO-bAUmY

International Karate would be a fun NES port project with a few caveats.

>the NES can't do the big C64 sprites, you would have to make something more like the MSX version
>it could not be done in NROM, a mapper is required but since the game really doesn't do much other than change around the backgrounds, CNROM should do the trick

>> No.7702493

>>7691618
>already knew SFA Vol.2 port was crap
Gigabased

>> No.7702515

>>7702431
what about porting a good game?

>> No.7702548

>>7702480
>the NES can't do the big C64 sprites
true, but it looks like 8x16 mode could handle those

>> No.7702593
File: 139 KB, 594x448, merio.png [View same] [iqdb] [saucenao] [google]
7702593

had a look at merio out of boredom
top is a crop of a png from nintendo jp which showed the "widescreen game and watch" 35th anniv
scaled the bottom two to match, they're mesen default and rgb arcade

>> No.7702626

>>7702593
the worst was Wii VC that looked dark as hell

>> No.7702634
File: 1.57 MB, 2916x2236, trin_20210331_185524.jpg [View same] [iqdb] [saucenao] [google]
7702634

>>7702593
top looks most like my CRT does anyway

>> No.7702763

>>7702593
the TVs I've tried my NES on always had a powder blue sky and rust or deep orange bricks, this included three different CRTs and one flat screen and I never got colors like >>7702634. the TV is only one factor, it's also the particular PPU revision you have.

>> No.7703146

>>7702480
Does this do disk multiload? Because that can be a real PITA to unravel.

>> No.7703157

>>7702480
According to Gamebase64, IK is 399 blocks which equals 102,144 bytes but it's also padded out with crack game bullshit like a loading screen and docs. Subtracting that and it's probably about 90k or so in which case perhaps you'd need MMC1 since the size limit for CNROM is 64k.

>> No.7703431

>>7703157
The game has 8 different cities/levels and CNROM allows 8 different CHR tables. I think that should be fine.

>> No.7703692

as i said, instead of playing cartridge PCB designer for the fantasy port of a game that exists in your head, try and write a Hello World program first, kiddo

>> No.7703738

>>7703692
> Hello World
https://taywee.github.io/NerdyNights/

>> No.7704210

https://www.youtube.com/watch?v=aSvsjvake_0

>> No.7704364
File: 52 KB, 320x371, 15919661.jpg [View same] [iqdb] [saucenao] [google]
7704364

>>7703692

>> No.7704925

>>7701545
That's a popular misconception, the NES used a fairly correct hue range.
Granted the luma wasn't as correct, was square waves and only used 2/3 of the dot crawl rotation (caused jagged color collisions) plus was about 10% brighter than normal, but that mostly screws with digital decoders that expected the final strict NTSC standard.

The problem was most CRT televsions did not comply with the NTSC color decoding standard.
NTSC used a skewed hue gamut, more range was devoted to orange and cyan.
But many televisions used a cheaper more linear color decoder, this is why fixing skin tones would mess up the sky color & vice versa.
So the sky in SMB1 was indeed blue (though a light pure blue is a shade of Blue-lavender ($FF8080) , which appears slightly violet, but is not purple)
Also, these "accurate" palettes don't take into account most people had their TVs adjusted to strengthen colors such as red, yellow & sky blue.
Later consoles shifted the colors more in-between the standard and non-standard hues to look more consistant, but those still had issues that modern digital decoders dont like.

So the proper NES hues are: azure, blue, violet, purple, cool red, orange-red, orange, golden yellow, lime, green, aqua, cyan.
The cyan can throw people off, it's Mega Mans lighter color that people assume is supposed to be purely light blue, nope, it's that mana/neon cyan.
Well, the "reds" too, games had to choose between the cool or warm red. The yellows only looked right if used next to darker colors.

So, in other words, there is no "perfect" NES palette because each developer had their own tint-shift they preferred.

>> No.7706123

https://www.youtube.com/watch?v=pWmtBEvgI-4

>> No.7706162

>>>/v/553832661
Look's like /v/'s revving up to make another Super Mario World hack

>> No.7706175

>>7706162
i love the soundtracks to those
https://www.youtube.com/watch?v=4Wg3iuAaJ2Y

>> No.7706269

>>7693108
>3DS
Kinda wish Starforce 4 and Darkstalkers 4 happens.

>> No.7706272

>>7702515
Ummm any title?

>> No.7706483

>>7679658
Alice for N64, GameCube and possibly Dreamcast.

>> No.7706719

>>7703692
Oh right

>> No.7707508

Are there any demos that show off really fast wire rendering? preferably on 8-bit consoles? Something that could possibly be implemented in a homebrew game

Where do I even ask about this stuff? It's one thing to look into making a homebrew but when you get into 3D there's a massive dearth of info, there has to be a forum somewhere that people are good with early 3d development

>> No.7707548
File: 32 KB, 1024x978, elite_nes.png [View same] [iqdb] [saucenao] [google]
7707548

>>7707508
There was Elite for PAL NES? that was a thing

>> No.7707558

>>7707548
I know about Elite, that's one of the only examples, along with Mercenary, but what I'm interested in is stuff like this

https://youtu.be/kEoSXKgPcqU
https://youtu.be/bdiAKjPpA-E
https://youtu.be/r_GHKfQnILc

That last one especially, how does this magic work? Is it possible that you could get a 30 fps wireframe game working on 8-bit PCs with a similar technique? I assumed this was something precalculated or some video trickery but after seeing comments from the creators, all of this stuff is real 3D, without extra chips, we can make high framerate 3D for these consoles, what I want to know is how, I'm going to have to email these developers

>> No.7707585

>>7707558
There are some raycasting demos on the NES like this one
https://www.youtube.com/watch?v=KcOneF-dLfc
There's an anon around here somewhere making a 3d engine for the genesis, but he hasn't been around for a minute
https://desuarchive.org/vr/thread/7433626/#q7437496

>> No.7708061

>>7695334
https://www.youtube.com/watch?v=qS9XhNwZHe4

>> No.7708817

>>7707585
I remember him, I wanted to ask about his engine but I never got to properly

Raycasting is way different from what I'm looking to do though, let's see if I can hunt these demoscene guys down and send them an email, everything I learn about 3D rendering can get posted here

>> No.7709309

>>7679650
What's good to play these days, my negros? Friend and I typically play romhacks when we hang out. Looking for more that are Mario Mystery Meat and Puresabe Mega Man hack tier. Any suggestions?

>> No.7709884
File: 1.26 MB, 1233x1069, peachs_adventure_green_hill2.png [View same] [iqdb] [saucenao] [google]
7709884

>>7709309
Check the thread copypasta for archives of prepatched roms, my favorites are:
SMB3mix
Peach's Adventure (SMW)
Super Mario Bros DX (SMB1)
Sonic Megamix
Rockman 4 burst chaser x air sliding
Super Metroid Vitality

>> No.7710019

>>7708817
https://docs.google.com/document/d/17pX_PS5uXSWoaS71JurC-DSKIV8ZAzlaP4o1jXbJ9CA/edit#heading=h.ynqebtitvi0b

Here's a writeup on the Red Eyes demo, there's a lot of info about the 3D in here, some of its cheated but most of it is real, but I can't make sense of any of it really, if that Genesis 3Ddev were here I'm sure he could explain it

>> No.7710108
File: 22 KB, 570x428, pokemon cock.jpg [View same] [iqdb] [saucenao] [google]
7710108

I'm playing Pokemon Cock. The dialogues are mostly about sex which is funny but pokemons mostly land in the box bugged. Still playable though.

>> No.7710137

What's the easier simpler, more straightforward processor, the 6502 or Z80? the 6502 right?

>> No.7710145

>>7710137
The Z80 is generally easier to use and requires less jumping through hoops especially for block copying or 16-bit arithmetic.

>> No.7710175

>>7710145
But how often is that stuff used? That's sort of like saying Python is easier to use than C, that doesn't necessarily mean I want to learn Python, but what processor is simpler overall, like as an instruction set, which is more minimal, not what's easier to use

>> No.7710460

>>7706123
Super underrated

>> No.7710464

>>7710460
the hack, not that faggot snooplax lmao

>> No.7710950

>>7710137
once you learn one processor / assembler's language and syntax, others become readable and usable to some degree. it's a similar situation with higher level OOP languages like C#, Lua, Python, Javascript, what have you. the differences are more akin to having a british accent then speaking french.
i'd start with one you are most interested in, getting over the initial hump learning the first one is the toughest struggle.

>> No.7711148

>>7709214
I always wanted this for the C64

>> No.7711151

>>7679658
Some RPGs for the Dreamcast. Seriously, why hasn't anyone done anything yet?

>> No.7711185

>>7711151
>Seriously, why hasn't anyone done anything yet?
Probably the amount of work that goes into a commercial quality 5th/6th gen console game has something to do with it. Probably the archaic tools to build one compared to a modern tools like Unity. Probably the expectation that they wouldn't make a return on their investment after years of work. Anything rivaling commercial quality beyond 16bit isn't realistic for one person or a small team unfortunately.

>> No.7711195

>>7711185
Yeah I understand, but even something small like 16bit would be nice.

>> No.7711206

>>7711195
With 16-bit consoles the programming isn't so big a deal, it's the graphics since you need a professional artist to make something that looks like a commercial SNES game.

>> No.7711262
File: 422 KB, 648x497, alishas_adv.png [View same] [iqdb] [saucenao] [google]
7711262

>>7711206
i think 8 bit art is a much better and more realistic target.
that said, there are sites like opengameart.org that you can use for assets and convert. i'd still consider 16bit pixel art much less of a workload and a much more learnable skill than 3d modeling and texturing. it's difficult and time consuming but not impossible.

>> No.7712082

I'd be willing to pay someone to mod in the fixed camera of the Japanese version of blue stinger to the american version

>> No.7712779

Where can I find the version of Puresabe's Kirby's Adventure hack that features Quick Man's stage?

>> No.7712817
File: 40 KB, 479x720, tips fedora.jpg [View same] [iqdb] [saucenao] [google]
7712817

>>7711262
>pontificating about shit you can't even comprehend

>> No.7712828

>>7712817
speak for yourself
https://github.com/Kannagi/SNESConvert

>> No.7712852
File: 65 KB, 763x719, kirbys_adv_puresabe2.png [View same] [iqdb] [saucenao] [google]
7712852

>>7712779
hmm, i guess it is hard to find now. i have a copy. here.
https://nesblast.com/stuff/Kirby'sAdventureHack(Puresabe).nes

>> No.7712889

>>7712852
based, thank you. i was looking for it a while ago but couldn't find it anywhere

>> No.7712891

>>7711262
there's a reason why a lot of modern indie games go for 3D with 2D sprites as models these days, or just isometric

>> No.7713138

>>7710019
so I found out how I want to do this

What's an early console/computer with a really strong CPU and monochrome display or even text-mode display? I'm trying to what I'm going to develop for

>> No.7713215
File: 93 KB, 824x768, gk.jpg [View same] [iqdb] [saucenao] [google]
7713215

>>7713138
> What's an early console/computer with a really strong CPU
Talking pre-1990? Intel x86's were way stronger than their contemporaries, which is why they blew every other chip out of the market. Plus there is a ton of knowledge and tools for them.
Consoles didn't have "strong" CPU's, they each made up for it with the way they were architected to spit out graphics and sound quickly.

>> No.7713247

>>7713215
I meant pre-1980 but yeah, then it would be the Z80 right?

>> No.7713261

>>7713247
Tough to say pre-1980, but, whatever machine you decide to target, you should learn about how it renders graphics and form a plan around that. It's way more important than CPU power.

>> No.7713269

>>7713215
This is you>>7712817

>> No.7713271

>>7713269
how am i wrong?

>> No.7713325

>>7713261
I want to make a wireframe immersive sim, so I'll give some examples

https://youtu.be/c4GNNpfGeKY
https://youtu.be/PSzcoG7k2FI
https://youtu.be/t_xVR1LFVmQ
https://youtu.be/TznJFneHEKk

Something like Ultima Underworld but wireframe, I'm trying to figure out which of the early consoles is best for wireframe graphics, I'm thinking an 8-bit console with a coprocessor chip, a simple one just for trigonometry would be period correct, maybe a MSX so I can take advantage of the keyboard

>> No.7713614

>>7713325
Looks like someone annotated the source code for Elite for BBC Micro, might be a good place to start
https://github.com/markmoxon/elite-beebasm

>> No.7713651

>>7679678
lyl no actually LOZ just switches the mirroring direction on the fly. And you most certainly can do 4 way scrolling without an ASIC mapper, in fact a status bar makes it easier to hide artifacts. You have to understand that the reason the bare NES hardware uses either fixed H or V mirroring is because they didn't really consider the idea of 4 way scrolling when the console was designed, they were just assuming a game would scroll in one direction only.

>> No.7713669

>>7711262
Nice

>> No.7713697

>>7713512

NES port of Minesweeper. That'd be fun.

>> No.7713735

>>7713697
Very doable. You'd be limited to 3 colors and a background color for 8x8 squares as you can only set the color space for 16x16 regions, but, that's not such a big deal.

>> No.7713841

>>7713669
Playing aria alter (hack of aria of sorrow) and it's surprisingly great. Also grabbed pokemon ultra violet and liquid crystal

>> No.7713867

>>7713735
even more fun would be a large screen like that which you could do as 4x4 and implement with 4 screen mirroring

>> No.7713879

>>7713867
Don't you need a mapper for 4 screen mirroring?

>> No.7713901

>>7713879
No actually you don't, you just need an extra cartridge RAM chip to supply the memory needed for the extra nametables. Sometimes this was a 2k chip like Gauntlet used, which combines with the 2k onboard RAM to give you 4k total, but most games with extra RAM just used an 8k chip which actually replaces the onboard 2k in the NES completely; if you're playing, say, LOZ, the cartridge RAM is used for everything and it doesn't use the onboard RAM at all. Most games didn't need 8k RAM and often only used a small amount of the chip, but I guess 8k SRAM chips were cheaper and more readily available than 2k ones.

>> No.7713906

>>7713879
Yes, also 2KB of RAM. Each nametable needs 1KB are there is only 2KB of RAM in the console.

>> No.7713917

>>7713906
>>7713901
So yes or no?

>> No.7713919

>>7713901
> No actually you don't
Right, it depends if hooking up address lines constitutes as a "mapper", but, an emulator would still need to know how to handle it.

>> No.7713926

>>7713917
Theoretically no, but in practice you'd probably want to assign a mapper so an emulator could handle it.

>> No.7713929

>>7713906
As I said, this is solved by putting RAM in the cartridge to supply the extra nametable space. cf. Gauntlet

http://bootgod.dyndns.org:7777/profile.php?id=473

>> No.7713937

>>7713841
Oops meant for >>7679650

>> No.7713945

>>7713926
>>7713919
the iNES format will let you set 4 screen mirroring on any mapper configuration unless it explicitly conflicts with that mapper's setup. i guess you also have to specify the existence of ext. cartridge RAM. so you can even do things like 4-screen NROM that no actually released game used.

>> No.7713956

>>7713929
Right. I don't know of any games that used an "NROM with an extra 2KB chip for 4 nametables" configuration? It should be possible?

>> No.7713961

>>7713945
Ah i see. You are absolutely right.
https://wiki.nesdev.com/w/index.php/INES#Flags_6

>> No.7713996

Normally the nametable is in the 2k of PPU RAM and if you use 4 screen mirroring with an ext. RAM chip, the nametable goes there instead. Or you can add additional PPU RAM and have the extended nametable in the PPU address space, whatever you prefer.

>> No.7714196
File: 2 KB, 384x272, SquishemC64screenshot.png [View same] [iqdb] [saucenao] [google]
7714196

So to go back on the earlier comment about Squish 'Em, doing vscroll on the NES with a status bar wouldn't be a serious issue. I do agree it'd be easier to have one status bar instead of two. I mean in theory you could make two of them by switching sprite 0 around but it'd be a PITA.

>> No.7714215

>>7714196
>I mean in theory you could make two of them by switching sprite 0 around
Nope. You can't update sprites mid frame for broken hardware reasons, and even if you could, the sprite 0 flag only activates once per frame and resets at the end of vBlank before the frame is drawn. Not an option.
There are some crazy theoretical ways to do it but this isn't one of them.

>> No.7714229

>>7714215
>>7714196
Maniac Mansion does it but they got away with it because there's hardly anything going on most of the time and the CPU is pretty much idle. For a dynamic game with lots of action, it's not happening.

>> No.7714246

>>7714229
Right. It's using a majority of CPU screen time to spin around and wait for the bottom menu. If you had code with no branching that always took the same amount of cycles it could be done. There are even ways to synchronize with the DMC channel interrupt which is some galaxy brain stuff.

>> No.7714337

>>7714246
Yes, you can use the DPCM channel to generate multiple scanline interrupts per frame, one at about every 4 vertical pixels, but this means it can't be used for sampled SFX plus you gotta pick an unnoticeable tone since it will be outputting whatever sample it's positioned at.
And on top of that the DPCM channels state will affect the volume of the triangle channel.

>> No.7714359

>>7714337
I dunno if any games use this. If there is I imagine it's like one unlicensed Taiwanese game no normal person has ever heard of.

>> No.7714392

>>7714359
I don't think any games did it, but there is a homebrew demo of it in action:
https://forums.nesdev.com/viewtopic.php?p=65871#p65871

>> No.7714518

>>7713901
i used to think if you had 8k cartridge RAM it would combine with the built in 2k RAM and give you 10k total but turns out that's not the case. the cartridge RAM takes over that address space completely and disables the onboard WRAM.

>> No.7714520

>>7712828
>>7713269
>low iq cope

>> No.7714572

>>7714196
easy for this game. it only scrolls vertically so just set H mirroring and away you go.

>> No.7714583

>>7714518
Uh, the PPU address space is 16KB.
The CHRROM or VRAM is mapped to the lower 8KB by default, since each 128x128 pixel tile page is 4KB (uses 2).
I'm not sure I remember, but they either only assigned more RAM to the upper space for 4-screen mirroring, or used 16KB RAM to replace the whole space to get VRAM + 4-screen, though a few KB is wasted this way since some or all of the $3000~$3FFF space is rigged to the internal palette.

The NES's onboard 2K can be moved, say reassigned to 1-screen plus 64 VRAM tiles without any CHR ROM or RAM.
But it still seems used whether you use CHR ROM or RAM.

>> No.7714603
File: 82 KB, 600x380, smb3 pcb.jpg [View same] [iqdb] [saucenao] [google]
7714603

>>7714583
Meaning cartridge RAM like SMB3 uses. This RAM is mapped into the CPU address space from $0-$1FFF and the onboard 2k RAM at $0-$7FF is disabled and not used at all.

>> No.7714635

>>7714603
> This RAM is mapped into the CPU address space from $0-$1FFF and the onboard 2k RAM at $0-$7FF is disabled and not used at all.
No. That's not how SMB3 or any MMC3 games map CPU RAM, or any game i know of for that matter. The 8k cartridge RAM is mapped to $6000-$7FFF and the game absolutely does use the onboard 2K $0-$7FF range. Zero page, $0-$FF, is especially important for speedy operations and storing pointers.

>> No.7714647

>>7713929
Gauntlet has 2k RAM that replaces the PPU RAM and contains half the name table and the NES's WRAM has the other half and there's some switching logic to control access to both chips. The licensed version, that is. The black shell unlicensed Gauntlet just uses an 8k RAM chip mapped into the PPU address space to hold the 4 screen name table.

>> No.7714664

>>7714647
yeah most of the 8k chip isn't used but i guess it was cheaper than the extra TTL and the 2k RAM which probably cost more due to scale of economics

>> No.7714675

iNES assumes 8k RAM at $6000-$7FFF by default even if it's an NROM game. NES 2.0 however does allow you to set any RAM size or no RAM size.

>> No.7714679

>>7714603
I meant the 2KB nametable memory can be appended and even used as 64 rewritable tiles even with no CHR at all in the cart.

And I don't think SMB3 changes the lower RAM mapping, it's still the usual mirrored 2K.
But it does map additional RAM to the $6000 address space, used mostly to buffer the stage layouts.

Of course, it would've been possible to do lots of fancy things with memory mapping, like unifying the graphics and CPU memory to allow the CPU to redraw tiles directly, but making such a mapper that can latch and time reads & writes between the two were too complicated to risk spending big development money on, the MMC5 does some of these things but it was too late for most games to make use of it.

>> No.7714689

>>7714675
>iNES assumes 8k RAM at $6000-$7FFF
It is actually mapped there on most carts right? I'd assume CPU address space has to be emulated accurately otherwise the game would be referencing invalid space?

>> No.7714691

>>7714675
>iNES assumes 8k RAM at $6000-$7FFF by default even if it's an NROM game
that was ok for emulation but you can't have that on a real NES because some games actually need that space to be empty to avoid bus conflicts.

>> No.7714710

>>7714689
>It is actually mapped there on most carts right?
Normally yes.

>>7713901
Zelda, in addition to holding save game data, also uses the 8k RAM as temporary work space by copying certain data and code routines there so they can be accessed no matter which ROM bank is switched in.

>> No.7714762

>>7714710
> also uses the 8k RAM as temporary work space by copying certain data and code routines there
For the record, you can absolutely write self modifying code on the NES >>7675313

>> No.7714915

>>7714647
so it combines CHR ROM and RAM, no?

>> No.7714948

>>7714915
No. The PPU has a 14-bit address space running from $0-$3FFF. From $0-$7FF is mapped the 2k RAM that contains the tile map and palette data. $800-$1FFF is a 6k hole with nothing normally in it and then $2000-$3FFF holds the 8k CHR ROM (or CHR RAM if applicable). What Gauntlet does is instead include 8k RAM which maps into $0-$1FFF and replaces/disables the onboard PPU RAM and this is used to hold the 4-screen tile map.

>> No.7714959

and then of course the gray licensed version of the game has the 2k cartridge RAM and splits the tile map between that and the onboard RAM and uses a TTL to switch between the two.

>> No.7715041
File: 6 KB, 256x224, NES_Mega_Man.png [View same] [iqdb] [saucenao] [google]
7715041

>>7713651
Zelda normally only has the currently active screen set up and if you go to another screen, there's a momentary pause as it's setting up the tile map. Mega Man 1 works in a somewhat similiar way, but only when going up or down. Normally the game is scrolling horizontally (it's UNROM so mirroring is hardwired to H and doesn't switch dynamically like Zelda) but if you go up or down a screen, it pauses to load the next screen into the tile map.

>> No.7715058

>>7715041
I don't know why they chose to use H mirroring in MM1 since the game is mostly scrolling horizontally, V mirroring would make more sense.

>> No.7715086

>>7714196
Maybe you should try learning the fundamentals of coding before you talk about the fantasy port of a game you intend on doing but can't, kiddo.

>> No.7716117

>>7714915
>>7714948
Are you two doing one of those old-fashioned comedy duos or something?
You get some things right but some things so persistently wrong.

For the others being serious, the NES has two memory maps.

CPU space;
0000-07FF - 2KB RAM, Zero-page(CPU cache), stack and sprite data.
0800-1FFF - (is that same 2K in quadruplicate due to a few unused address pins)
2000-4FFF - System registers, scattered. CPU, PPU & hardware settings & statuses.
5000-5FFF - optional mapper regs or memory. MMC5 shares some memory with the PPU here.
6000-7FFF - SRAM, optional extra 8KB of program memory that can be battery saved, can be paged up to 2MB (but 32KB might've been the most used officially)
8000-FFFF - ROM pages, often swapped out in big chunks. Mappers often place their controls here, occasionally RAM is placed in here too.

PPU space;
0000-0FFF - tile graphics A.
1000-1FFF - tile graphics B.
Each graphics page is 256 8x8 tiles, 4KB each, both A & B are open for ROM or VRAM.
2000-23FF - Nametable page 1.
2400-27FF - NT page 2.
2800-2BFF - NT page 3.
2C00-2FFF - NT page 4
Nametables hold the placement of 32x30 background tiles as 1KB each. NES's other 2KB RAM supplies 2 nametables built-in.
3000-3F00 - wasted space, can partially mirror the nametables.
3F00-3FFF - NES color palettes, as internal memory.

So the NES has 2x 2KB chips built in, one for CPU, other for PPU nametables.

Also have to upload data to the PPU memory space indirectly by using the CPU regs at 2006 & 2007, this is slow, can take a few frames to replace all the graphics, so games usually only update tiny strips of the background at a time.

>> No.7716161

>>7715058
Maybe laziness or naivety.
That did cause that annoying bane of many NES games - the broken graphics on the right or left side of the screen, which some did avoid with better methods.

I assume they assumed they'd have to do some heavy math to scroll vertically since the nametables are missing a vertical row (like modulo 30).
But seems simply updating one row up or down at a time incrementally never occurred to them.

>> No.7716193

>>7716117
>Also have to upload data to the PPU memory space indirectly by using the CPU regs at 2006 & 2007, this is slow, can take a few frames to replace all the graphics

SMB2, Zelda II, and Micronics games reload the entire map at once which is why there's always a long pause when switching screens. Not a very efficient way to do it.

>> No.7716197
File: 28 KB, 512x448, Double_Dragon (Technos) 1988.png [View same] [iqdb] [saucenao] [google]
7716197

Double Dragon also only ever uses H mirroring despite scrolling horizontally most of the time even though it's an MMC1 game and could use dynamic mirroring. In this case understandable since it was made by a really inexperienced team which is why it's so buggy.

>> No.7716202

>>7716161
Though I should append that MM1 did use the correct mirroring.
They choose vertical because it allows a wider horizon which gets rid of the mangled left/right screen issue, but at the sacrifice of complicating vertical scrolling.
It's often the games that allowed free diagonal scrolling that would get this wrong (like SMB3).

>> No.7716218

>>7716202
>It's often the games that allowed free diagonal scrolling that would get this wrong (like SMB3)
SMB3 is always just H mirroring even though it's got an ASIC mapper so they didn't have to do it that way, they could have switched directions as need be.

>> No.7716248
File: 2.72 MB, 853x480, smb2_mapload.webm [View same] [iqdb] [saucenao] [google]
7716248

>>7716193
>SMB2, Zelda II, and Micronics games reload the entire map at once which is why there's always a long pause when switching screens.
No. This is not how SMB2 works. It loads one 16px vertical or horizontal line at a time as you move through it. You couldn't "load an entire map" into VRAM nametable space, there isn't nearly enough room.

>> No.7716252

>>7716248
https://www.youtube.com/watch?v=tFPoNZoFBXM

I think what he means is the effect at 4:35

>> No.7716264

>>7716252
No. It only loads 2 screens worth of map: That's all it possibly could load anyway.

>> No.7716278

>>7716252
i remember seeing a technical explanation for that effect on NESDev but i can't remember what it was.

>> No.7716626

the Master System and Gameboy don't have a full 2x2 tile map as the NES does likely because they were designed later and some things were better understood (the NES's setup is fairly wasteful in terms of memory use).

>> No.7716671

>>7713945
>the iNES format will let you set 4 screen mirroring on any mapper configuration unless it explicitly conflicts with that mapper's setup
I guess this would include stuff like AxROM as that's explicitly single screen mirroring.

>> No.7716686

>>7716671
yes. it should work with NROM, the common discreet mappers, and MMC1/MMC3 which covers about 80% of licensed US NES games

>> No.7716689 [DELETED] 

>>7716671
AxROM also has PRG bankswitching. it does the entire 32KB.

>> No.7716902

Hmm well with Double Dragon it was probably same deal as MM1 where keeping the mirroring horizontal made the vertical scrolling easier. The game also really doesn't use any of the MMC1's capabilities, they only needed it so they could fit a 256k ROM.

>> No.7716941

>makes a 50 GB NES game thanks to bank swapping
problem officer?

>> No.7716954

>>7716626
The Gameboy only has a partially mirrored map where it's like 4 rows of tiles are mirrored.

>> No.7717005
File: 3 KB, 256x192, 46022-mouse-trap-colecovision-screenshot-a-game-in-progress.gif [View same] [iqdb] [saucenao] [google]
7717005

>>7714196
Mouse Trap for the Colecovision but converting the Z80 code to 6502 would suck.

>> No.7717226 [DELETED] 

almost at the end

>> No.7717243

>>7716902
technically is 128k PRG and 128k CHR ROM

>> No.7717250
File: 9 KB, 512x448, 1620045320510.png [View same] [iqdb] [saucenao] [google]
7717250

I figured this would be the best place, but currently I am running the third Super Mario /v/orld hack on /v/ right now, and I decided to invite people from here to contribute if they want to. The current thread is <a href="//boards.4channel.org/v/thread/554158802#p554158802" class="quotelink">>>>/v/554158802,</a> and they're made daily. I may make a thread here too if people are interested, but I wanted ro get some interest first.

>> No.7717258

>>7717243
yeah for some dumb reason they decided to add a bonus arena fighting mode to DD

>> No.7717265

A lot of NES arcade ports weren't direct conversions but reimaginings with added content as the original was typically considered too short for a suitable home system game.

>> No.7717270

>>7716902
DD is a buggy mess due to inexperienced programmers. They didn't even include the two player co-op mode because they didn't feel up to attempting it.

>> No.7717271

>>7717250
>>7706162

>> No.7717289

I think Renegade was the first NES game Technos released but it's not nearly as much of a hatchet job. Maybe the programming team was a different one.

>> No.7717290

i used to have Renegade but my cartridge disappeared to parts unknown

>> No.7717296

>>7717005
I found the arcade game used a 6502. Sweet. That would make it so much easier.

>> No.7717326

https://www.youtube.com/watch?v=XIN35Iph6rc

this game looks like so much fun and it was only ported to the Colecovision/Atari 2600/Intellivision. that's too bad. it should have been on everything.

>> No.7717328

>>7717271
Fair enough, though my offer still stands. I haven't used /vr/ since the rules changed, would a thread for this do well here?

>> No.7717364

>>7717326
what system you want it ported on?

>> No.7717384

>>7717364
Literally any early 80s system could do Mouse Trap but the Apple II would be my least favorite pick. IDK, I just find its aesthetic bland and I can't get behind it.

>> No.7717392

>>7717364
Atari 8-bit, VIC-20, C64, 8086 PC, NES, doesn't matter. whatever one is your favorite or you're familiar with programming.

>> No.7717518

>>7717005
Big problem with this game. See the different colored doors? on the arcade you press one of three buttons to open or close the corresponding doors. while that's not an issue on computer systems which have a keyboard or the Colecovision's keypad...you see the problem with the NES controller.

>> No.7717546

>>7717518
the best way around that would be to have only two door colors instead of three. that way the A and B buttons can control the doors and Select can be used to activate dog mode. on C64 or other computers you can just use the joystick button to activate dog mode and, say, press 1, 2, and 3 to open and close the doors.

>> No.7717578

Where do I find info on SG-1000/Coleco/MSX1 homebrew programming? SMS Power is all about the SMS and that has a much different VDP

>> No.7717592

>>7717518
NES games would use button combos to allow more options.
Say for that you could hold a "door" button that would highlight them all, then also press a direction to select which one.
It's important to hint or highlight what buttons could possibly do since not everyone will automatically know.

>> No.7717601

>>7679658
I'd love to see Stack Attack on the Game Boy or anything else, really.
https://www.youtube.com/watch?v=cjh7mMdTulk

>> No.7717608

>>7717578
http://colecoboxart.com/faq/FAQ05.htm

That took all of two seconds.

>> No.7717620

>>7717592
I really don't like that idea at all. It would be cumbersome and really break up the flow of the game when in the arcade you'd just hit the buttons to open and close the doors instantaneously.

>> No.7717627

>>7717608
okay like, I can find some stuff sure but I just wanted to know if there was stuff that was recommended, I'm not a programmer and I can't do much with a bunch of specs

>> No.7717640

>>7717627
Could ask on AtariAge I suppose.

>> No.7717702

>>7717326
Exidy were a small arcade outfit that unfortunately struggled to compete with the heavyweights like Atari and Bally-Midway.

>> No.7717851

>>7717392
no ZX Spectrum because the Spectrum is gay

>> No.7717859

>>7717851
I mean the Spectrum could certainly handle Mouse Trap but a lot of us don't live in the requisite regions of the world where we have access to a real machine to test it on.

>> No.7717885

>>7717578
i want to like the Master System too bad its sound sucks so much and the graphics make everything look like a bad Flash game.

>> No.7718150

Some Saturn Homebrew:
https://www.youtube.com/watch?v=GLjWkKvpUfs

>> No.7718345

Mouse Trap was apparently not a major success in the arcades, it was widely dismissed as another Pac-Man clone and Exidy didn't have the name recognition of the big arcade manufacturers.

>> No.7718403
File: 11 KB, 704x480, 576587564534.png [View same] [iqdb] [saucenao] [google]
7718403

someone on AtariAge made this mockup of the game for the A8. i guess you would have to use char mode not bitmap mode as it needs at least 5 colors.

>> No.7718410

>>7718403
the one thing I don't like about the A8 is its sprites are always in 160x200 resolution while C64 can do full 320x200 (in hi res mode) so everything looks really blocky.

>> No.7718435

>>7718403
the Atari has only 4 player sprites. that looks like it may not be enough. the cats may have to be char sprites.

>> No.7718464

>>7717546
>A=open red doors
>B=open blue doors
>A+B=open yellow doors
That was hard.

>> No.7718473
File: 4 KB, 256x224, mouse trap.png [View same] [iqdb] [saucenao] [google]
7718473

>>7717005
stretched to NES resolution. lyl.

>> No.7718493

>>7718403
Yeah I noticed. There's at least six cats and then the mouse and the hawk (on those levels) are another sprite. At least something will have to be char sprites.

>> No.7718505

>>7718403
>Going to the "In" box in the center of the maze teleports the player to one of the four corners of the map (drawn at random).
On the Atari no big deal as the POKEY can be used for random number generation. On the NES you'd just have to make some pseudo-RNG.

>> No.7718554

>>7718473
aw man it'd be so cool to have the barking dog sample from the arcade with the NES's PCM channel

>> No.7718556
File: 104 KB, 1668x962, seachase_random.png [View same] [iqdb] [saucenao] [google]
7718556

>>7718505
> On the NES you'd just have to make some pseudo-RNG.
Not a big deal. I replaced POKEY's random register with a byte and a subroutine that increments the previous value, adds the controller input byte and the framecount. I run this subroutine before each read.
This is similar to the method Punch-Out uses.

>> No.7718601

>>7718505
the white noise channel. as on C64. the NES, Colecovision, etc too bad you can't use their sound chips for that as the registers are write-only.

>> No.7718918

>>7718410
Everything happens at 160x200 resolutuon on the Atari 8-bit including scrolling and sprite movement so animation is more coarse than it is on other systems.

>> No.7719392

>>7717326
That’s game actually looks fun. Reminds me of lock and chase.

>> No.7720008 [DELETED] 

>>7719392
yes. i vote as soon as this Sea Chase thing is done we start work on a port of it to...IDK, pick something. better to use the arcade ROM as a basis since it's 6502. the Colecovision code wouldn't be really very useful unless you wanted to make a ZX Spectrum port.

>> No.7720024

>>7720008
The A8 might be a good start since someone already made mockup graphics which saves some work. Still a C64 port would be great too and a CGA PC port, if there was any modern dev tools for that which there isn't.

>> No.7720043

The arcade ROM is 48k and the Colecovision was about 12k (16k ROM not all of that space used). I guess a large part of the arcade ROM is the test/diagnostic mode and the sampled speech clips--I know for example Donkey Kong's ROM devotes 25% of its total space to just the sample of Donkey Kong grunting.

>> No.7720047

>>7720043
4k of that is the BIOS right?

>> No.7720051

>>7720047
The game ROM not of course including the Colecovision's BIOS. That did save you some coding effort and space incidentally as games could call the BIOS for certain functions and not need their own subroutines for it.

>> No.7720058
File: 18 KB, 768x720, seachase_21_5_4.png [View same] [iqdb] [saucenao] [google]
7720058

>>7720008
> as soon as this Sea Chase thing is done
i've got other plans after that... happy to help get someone else going on a project

>> No.7720246

I have Atari800Win on my other computer but I understand it's outdated and it can't display the artifact colors in hi res mode.

>> No.7720278
File: 126 KB, 1496x896, altirra_debug - Copy.png [View same] [iqdb] [saucenao] [google]
7720278

>>7720246
Altirra is nice. I haven't run it through the gauntlet or anything but it seems accurate and useful for dev.

>> No.7720628
File: 8 KB, 256x224, Ishin_No_Arashi.png [View same] [iqdb] [saucenao] [google]
7720628

Making slow progress on a translation for Ishin No Arashi. There's still much work to do.

>> No.7720637

>>7720628
This looks like Romance of the Three Kingdoms, what is it?

>> No.7720689

>>7720637
Yes it was made by Koei. An MMC5 game with both CHR ROM and RAM. This is pretty heavy stuff, it's not some rinky-dink CNROM game.

>> No.7720705
File: 73 KB, 640x480, Seiken_Densetsu_3_en.jpg [View same] [iqdb] [saucenao] [google]
7720705

>>7720628
> still much work to do
ain't that always the truth... when translating a game, is it mostly text string and graphics replacement or do you have to rewrite drawing routines as well? a little bit of both?

>> No.7720710

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

I'm not precisely sure what this game does that necessitates MMC5.

>> No.7720724

>>7720637
This game is somewhat more similar to Uncharted Waters than Romance of the Three Kingdoms. It's a Koei game set in Japan during the Bakumatsu period (around 1850 until the Meiji Restoration of 1867). At that time, the country was divided into three political parties. You control a single character and roam freely around the country, debating people or dueling them. Your goal is to unify the country under a single ideology by persuading influential figures (such as the daimyo).

>> No.7720779

https://forum.metroidconstruction.com/index.php/topic,5353.0.html
There's a speedrunner holding a competition for Super Metroid hacks and is offering $3,000.

>> No.7720803

how realistic is it to re-translate a game that's already been fan-translated? most of the hard work has already been done with the string replacements, right, or is there anything more complicated to do? I'm just really not happy with the Dragon Quest VI fantranslation and now that the game's officially localized script has been available for years I'm not sure why nobody has tried to complete the translation (perhaps a compromise can be made with keeping the original names). As it stands though the finished release is only 90% complete so it's been due for a revisiting for a while.

>> No.7720832

>>7720803
The officially localized script is from DQVI released to DS? If so, that is shit. Modern DQ translation is shit, fuck that stupid idea of putting accent in characters and making it even hard to understand what they are saying. I can't remember which DQ it was, but as soon as I tried that and saw that accent shit, I drop it and decided to learn Japanese. Now I can play the original and understand it easily unlike trying to understand some of those retarded sentences in the localization.

>> No.7720852

>>7720832
Okay, well I like it a lot and think it adds a lot of charm, sorry it wasn't for you. VI doesn't really have a lot of accents, and I like the characters who do, as they have no personality in the original. I've never found any of the characters illegible, maybe you're not a native English speaker if that's the case. However, the fantranslation is a) not finished, b) mistranslated in key scenes, c) full of grammatical mistakes and typos, d) very awkward to read and very confusing (take the scene where the king wakes up from mudo's body, it's terrible). It hasn't been updated in almost 15 years I don't think. I think a compromise should be made to have the original character names, towns, and spells, but the base of the translation needs to be overhauled and the localization is a good foundation.

>> No.7720871

>>7720803
It's possible. If it's easy kinda depends on the tooling. I ended up "retranslating" FFV using information from this editor: https://github.com/everything8215/ff6tools

At least in some Square games, the text is just a huge table of strings--usually encoded in something other than ascii, though there are exceptions. The big issue is that there are often command sequences placed into the strings. Things like wait 30 frames or shake the box or whatever.

The other issue is that the game might have requirements on where the text has to be placed, bankwise or offset in bankwise. SMRPG has a complicated allocation scheme which highly depends on what id the string is. Whereas the fan translation of FFV uses full pointers.

Anyway, it's a crapshoot and you might get lucky.

>> No.7720907

>>7720852
>think it adds a lot of charm
That is the same thinking that gave us Working Designs and whatever is currently badly translating jrpg and have people shitting on it on /v/.

>> No.7720920

>>7718473
>>7720043
Some of that 12k will be graphics data. NES graphics are stored in the separate CHR ROM not in the main ROM as on the Colecovision. So if 2-3k consists of graphics, figure that's off-loaded to the CHR ROM. However this is more than made up for by the larger size of 6502 code. Thus if the game has 8k of Z80 code, it will probably balloon to 10k.

>> No.7720954

>>7720907
>>7720832
you're obviously not a native english speaker, it's understandable you didn't get the accents (which are not really accents but basic contractions like "ain't"), I'm sorry for your experience.

>>7720871
Thanks a lot. I'm thinking it's the former example, the strings that were left untranslated actually have their pointer number in the display. The guy didn't finish his translation but he at least left his progress, and I think I can find the rest of the strings by looking up the incomplete pointers. However, it's the strings that might trigger sequences that have me worried.

>> No.7720962

>>7720920
The smallest you can declare PRG space in an iNES header is 16KB. If worse comes to worse 32KB of PRG is free with no bankswitching. That's about the least of your worries.

>> No.7720990

>>7720962
NES 2.0 also has minimum size of 16k because Galaxian was the only game to have a physical ROM smaller than 16k. For the Colecovision it seems 16k was also the minimum ROM size used although not all games used all of the ROM space available, as noted above Mouse Trap was 12k with the remainder of the ROM empty.

>> No.7721006

The original Famicom release of Galaga had a 16k ROM but the North American release is 32k, but half unused. I guess by the time that was released 32k ROMs were cheap enough that they could afford to waste half of one.

>> No.7721015

>>7720990
It looks like they both use $8000-$FFFF for ROM space, so that's convenient. It's nice to not have to shift hard coded stuff around too much.
For Sea Chase, i injected JSR's into places where i needed more code, which was necessary in most cases as opposed to just writing more code or using macros, because the branching instructions can only move -128 or 127 bytes from the program counter, and they were heavily used and pretty tightly packed.
Now, there is a slight performance penalty for using subroutine calls, as opposed to just writing in-ilne, but there is plenty of performance overhead and it wasn't worth rewriting a ton of code.

>> No.7721025

Sea Chase was originally an 8k game on the Atari? I believe that's been brought up before?

>> No.7721035

>>7720954
>not a native english speaker
Yes, I'm not. I'd not try to learn Japanese if I had not already learned a language before. Shit is hard as fuck and unless you are crazy or enjoy it, it's hardly worth the time you spent on it.

>> No.7721037

>>7721025
Correct. It was also an EEPROM not a mask ROM as Romox had the gimmick of offering rewritable cartridges from a booth at the store similar to what was done later with the FDS.

>> No.7721067

>>7721035
Well I really am proud of you for attempting to learn such a hard language, and I don't say that as a joke, but unfortunately a localization is a localization after all, the audience was assumed to be familiar with the kinds of dialogue in the game, where it's quite natural to us, and it makes the foreign-ness of foreign characters more apparent as well, though I can understand why this would be confusing to an outsider who finds even the normal dialogue to be foreign. That said, I would assume the localization is easier for an ESL person to read than going through all of the trouble to learn Japanese. The "just learn Japanese" thing is a meme. I've actually done work before in college with Latin and German translations, so I really am all in favor of people learning foreign languages, but come on, it's quite a task to just ask a random person on the internet who has no background in foreign languages. But, if you enjoy it I'm sure you'll get a big reward out of it when you can play a lot of games like this in their original form, so keep up with it.

>> No.7721076

>>7721067
Well, I'm not telling people to learn Japanese, I'm just complaining about modern translations of DQ compared to the old ones.

>> No.7721096

>>7721025
Cartridges on the Atari 8-bits map into $8000-$BFFF (this game was 8k so it only went to $9FFF). NES carts map at $8000-$FFFF and you have to start from the top of memory and work your way down because the CPU vectors are at $FFFA-$FFFF. So for Sea Chase we will have set the ROM size to 16k (the minimum iNES/NES 2.0 can use) and remap it to $C000-$FFFF.

As for the Colecovision, it's a Z80 machine and the Z80 has its CPU vectors at $0-$6 rather than $FFFA-$FFFF like the 6502 does. The Colecovision's BIOS sits down there and provides the vectors (the SG-1000 has no BIOS and maps its ROM at $0-$7FFF so the game ROM must provide its own vectors).

>> No.7721138

The Colecovision's graphics are much closer to how the NES's graphics work while the A8's are completely alien. On the other hand, completely different CPU.

>> No.7721256

>>7721096
> So for Sea Chase we will have set the ROM size to 16k (the minimum iNES/NES 2.0 can use) and remap it to $C000-$FFFF.
Uh, way past you dude. I have the game running you know... >>7700108
It was in $A000-$BFFF so i kept it there. I put my own code in $8000-$9FFF. Since it's 16K those positions mirror accordingly to $C000-$FFFF.

>> No.7721390
File: 1.21 MB, 853x480, seachase_nametable_structure.webm [View same] [iqdb] [saucenao] [google]
7721390

>>7721138
> The Colecovision's graphics are much closer to how the NES's graphics work while the A8's are completely alien.
True. They are completely different in almost every way. I didn't keep any of the A8's graphics routines: Rewrote and redrew everything. That was fun...
The only thing that was helpful was the game logic that activated said graphics, i hijacked some of those routines and threw JSR's in there and wrote my own subroutines, or just used the RAM values that those routines set. Other things are rendered on powerup and stay rendered. The plan worked without any real issues.
The game board is always drawn in the second nametable from startup. I had to stack the title screen and transition screens in the first nametable. The redraws only take 2 frames, so it's all but instantaneous.

>> No.7721428

>>7721390
the only other machines that work in a similar manner are the Atari 2600 and Amiga as they were designed by the same guys. even if you port it to C64 you couldn't keep any of the graphics code, it would have to be completely discarded.

>>7721256
yeah he was confused there because almost all Atari 8 bit cartridge map in $A000. the Atari 800 uniquely had 2 cartridge slots the second of which maps in $8000.

>> No.7721489

>>7721428
> the Atari 800 uniquely had 2 cartridge slots the second of which maps in $8000.
Right, i'm not all that familiar with the A8bits, but wasn't a BASIC cartridge kept in the $8000-$9FFF slot most of the time?

>> No.7721509

https://www.youtube.com/watch?v=MY3qUqWkCK0

Here's Soccer. This is a very early one from '85 but even this would be too much for the A8 to handle because it just doesn't have enough sprites (C64 can do this fairly easily with a multiplexer).

>> No.7721523

>>7721509
those fast moving clocks always crack me up. the machines were perfectly capable of keeping (mostly) accurate time, i wonder why they did that? Even SMB's clock ticks every 40 frames instead of 60 for some reason.

>> No.7721543

>>7721489
BASIC goes in $A000-$BFFF since of course it had to also work on the Atari 400 which had only one cartridge slot. There are only 14 cartridges that use the right slot and all of them are utilities not games. The right slot also only supports 8k cartridges mapped in $8000-$9FFF while the left slot supports any combination up to 16k and it can map at either $8000 or $A000.

>> No.7721567

>>7721509
You can multiplex A8 sprites horizontally (as you could later on the Amiga) but not vertically.

>> No.7721593

>>7721567
> but not vertically
mmmmm yeah, but, the "sprite" is 200px tall and takes up every vertical scanline. A better way to think about it is you can have 4 sprites 8px wide per scanline: It's up to you to multiplex that.

>> No.7721595

Did all the necessary RE/programming work for a translation, got through about 30% of the text, but now my motivation has completely died. I don’t know how people can stayed focused on a single project for many months.

>> No.7721617
File: 184 KB, 435x298, goldeneye_face - Copy.png [View same] [iqdb] [saucenao] [google]
7721617

>>7721595
> I don’t know how people can stayed focused on a single project for many months.
Most don't. That's the real struggle. Once the "fun" part is done of solving technical challenges and realizing your dream is achievable, grinding through the rest of the project, mindless hex slogging, fixing bugs, and polishing the end result is grueling.
Take a week off or two and do something fun. There is no magic: ya just gotta fuckin do it. gl hf

>> No.7721898

>>7721595
>I don’t know how people can stayed focused on a single project for many months
my problem is i have so many ideas I can't stay focused on just one, i keep wanting to try something else

>> No.7722008

romhacking.com
have you guys seen this yet? simpleflips made a romhack database for every single sm64 hack and is planning on expanding to all games.

>> No.7722032

>>7722008
romhacking.net is gonna flip

>> No.7722036

>>7722032
he's apparently owned the domain for years

>> No.7722141

>>7722008
> romhacking.com
that's a hilarious dick move. shoutouts to simpleflips

>> No.7722361

>>7721509
you might try XORed bitmaps like Donkey Kong uses

>> No.7722428

I know the A8 port of Gauntlet is in bitmap mode because the 128 char limit was insufficient for the game, however there is somewhat of a performance penalty in using bitmaps.

>> No.7722591

>>7722361
I think it's a fairly even split between char mode and bitmap in A8 games while about 75% of C64 games use multicolor char mode.

>> No.7722828
File: 2.17 MB, 853x480, seachase_21_5_5.webm [View same] [iqdb] [saucenao] [google]
7722828

>>7700108
Mines now have hitboxes. They are very accurate. Circles are tough too. Through the wonders of mathemagic you can test for one mine and be testing for all mines. That was fun.
The mines also bob up and down subtly in the water, and yes, that does affect the hitbox. Properly.

>> No.7724314

https://www.youtube.com/watch?v=pyfleYvj4Ro

>> No.7724976

Anyone got any recs on good gb homebrew? I’m thinking about making one because I assume it’d be easier than most other consoles, and I wanna see what other people are capable of on the system

>> No.7724989

>>7724976
start here
https://www.youtube.com/watch?v=Tn1rFUutkdo

>> No.7725372

I wanted to try some Donkey Kong Country romhacks (1, 2 or 3), but couldn't find any in the recommended lists of the first post, so I guess I'll go and try whatever I can find. In the meantime, do any of you have any personal recommendation?

>> No.7725390
File: 10 KB, 512x448, 5895069078998689.png [View same] [iqdb] [saucenao] [google]
7725390

Cool idea for a NES ROM hack. Expand Lode Runner to include all 150 levels from the original computer game--it had only 50 due to the space limitations of a 16k ROM but if expanded to 32k you could fit many more levels.

>> No.7725397

https://wiki.nesdev.com/w/index.php/PPU_registers#Color_Control

>grayscale and color tint
I only know of two games that use this, Kirby's Adventure does in one level and I think the intermission screens in Double Dragon?

>> No.7725443

>>7720962
>If worse comes to worse 32KB of PRG is free with no bankswitching

Then again you still have only one graphics set without banking and that can be filled up fast; SMB relied on some very creative graphics reuse to get away with one set.

>> No.7725697

>>7725443
Mouse Trap won't even begin to fill the sprite or background tables with the default 8K. That is the least of your worries.

>> No.7725719
File: 88 KB, 1139x795, kirbys_adv_classic.png [View same] [iqdb] [saucenao] [google]
7725719

>>7725397
> Kirby's Adventure does in one level
I thought so too, but it actually doesn't. It just uses black and white palettes in normal mode. Kirby is pink.
There is some game that uses it for a lightning effect, but, i forget what it is.

>> No.7725806
File: 202 KB, 1291x1014, mouse_trap_coleco.png [View same] [iqdb] [saucenao] [google]
7725806

>>7717005
> Mouse Trap
Since everyone seems to hot on it, i did a bit of digging. There is an emulator called MEKA with some nice debugging tools. The graphics are 1BPP and show up in YY-CHR. I've got my own shit to do, but, if anyone wants to pick this up i'd be happy to walk you through it.

>> No.7725875

>>7725806
the issue in this case is more the CPU than the graphics but the arcade game was 6502, that could be used instead.

>> No.7725880

>>7725806
Given the address range, I'd suppose that code is the Colecovision BIOS not the game. Also as can clearly be seen, Z80 code is much more like x86 code than 6502 code and a lot of the early software for the IBM PC was Z80 ports as this was simple to do (WordStar was apparently ported to the x86 in one all-night coding session).

>> No.7725891 [DELETED] 

>>7725875
> the issue in this case is more the CPU than the graphics
100%. The process would go something like this: Step through the Z80 code, figure out what it does, and label it. Once you've done enough of that, convert the instructions to 6502. If anyone makes it even near that far i can kick in on the NES part.

>> No.7725910

>>7725880
The biggest headache, definitely 16-bit arithmetic as trying do do that on a 6502 is not very nice.

>> No.7725919

>>7725910
> 16-bit arithmetic as trying do do that on a 6502 is not very nice.
It's not so bad. You just use the carry flag.

>> No.7725930

>>7725719
I seem to remember Kirby does a trick where PPU rendering is turned off in order to switch in a different graphics set for the status bar.

>> No.7725972
File: 124 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
7725972

>>7725930
Not quite: It never shuts off the PPU. It times the necessary writes in hBlank: when the screen isn't drawing between scanlines.
At scanline 175, the MMC3 scanline IRQ is triggered, it waits until right before the next hBlank, switches the CHR banks, and then in hBlank repositions the PPU to start drawing the top of the menu.
Switching the graphics bank doesn't require an idle PPU, but repositioning the "camera" does. God coder Iwata don't shut off no PPU =)

>> No.7726067

https://www.youtube.com/watch?v=gVkIJ95A4uE

Grand Master. Neat ARPG that got little attention since it was so late in the Famicom's lifespan and it was made by a small dev not one of the big names. I am told the final palace had a bug where if you fall into a pit it crashes the game and freezes up. Dunno if anyone's ever patched the ROM to fix this or what exactly causes this bug.

>> No.7726274 [DELETED] 

>>7725875
this would be cake to make a ZX Spectrum port except most of us don't have access to a real machine to test it with (not even sure if the Zniggy guy tested the game on a real Spectrum) same CPU nearly same graphics, the sound is a lot different and you'd have to lose a lot of it since its speaker can't run independent of the CPU.

>> No.7726280

>>7725806
this would be cake to make a ZX Spectrum port except most of us don't have access to a real machine to test it with (not even sure if the Zniggy guy tested the game on a real Spectrum) same CPU nearly same graphics, the sound is a lot different and you'd have to lose a lot of it since its speaker can't run independent of the CPU.

>> No.7726306

hell we could do a NES, an Atari 8-bit, a C64, maybe a VIC-20 or ZX Spectrum port. not the Apple II though. that's a machine I just can't get excited over. i don't care if someone wants to do it but i don't feel the world would miss out on anything from not having an Apple II port of the game. besides i don't think there's any modern dev tools for it anyway.

>> No.7727783

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

>> No.7727870

Has anyone tried porting game mechanics from New Super Mario Bros. for SMB 1, 2 or 3? Like wall jump, breaking blocks on drop, enemies dropping coins etc

>> No.7727894
File: 6 KB, 256x224, super_orb_bros.png [View same] [iqdb] [saucenao] [google]
7727894

>>7727870
Super Orb Bros has done some of that. It's a kaizo hack though.

>> No.7728036

>>7727894
>It's a kaizo hack though
Aw, that sucks, gonna look it up though.Thanks!

>> No.7728061

>>7728036
From what i remember, you can bounce midair on shells, throw them upward, and it has some other mechanics from later games.

>> No.7729280

>>7728061
I see, looks like the guy went all out with the hacking

>> No.7729460
File: 19 KB, 764x720, mario_paper_sai.png [View same] [iqdb] [saucenao] [google]
7729460

new thread i guess...
>>7727686
>>7727686
>>7727686

>> No.7729475
File: 514 B, 120x124, PissedOffStar.png [View same] [iqdb] [saucenao] [google]
7729475

>>7729280
he really went all out, the changes feel and play great. i'd love to see a more vanilla hack with those changes. i ain't got time to die a million fuckin times to frame perfect bullshit my speedtranny days are long behind me

>> No.7730216

>>7729475
Yeah, from your description it did sound like stuff for speedrunners that have the game completely figured out.

>> No.7730216,1 [INTERNAL] 

>>7721617
Hence so