Search found 5 matches

by dahrkdaiz
Fri Aug 17, 2012 11:03 am
Forum: NESdev
Topic: Mario Adventure 3 - Keeping it proper this time
Replies: 17
Views: 5389

Re: Mario Adventure 3 - Keeping it proper this time

The thing is, while there is sequential game play, there isn't much that the player is guaranteed to be in, here's the data represented in bytes: Player_Experience: 3 Player_Coins: 2 HammerBros_Coins: 1 Player_Level: 1 Player_Ability: 1 Game_Coins: 3 Odometer: 3 Game_Timer: 3 Current_PowerUp: 1 Powe...
by dahrkdaiz
Fri Aug 17, 2012 9:49 am
Forum: NESdev
Topic: Mario Adventure 3 - Keeping it proper this time
Replies: 17
Views: 5389

Re: Mario Adventure 3 - Keeping it proper this time

Thanks for all the information guys. I'm not sure if I'll be able to do a back-up save AND 3 save slots. As of this post, without compression, save data is 72 bytes. I have 254 bytes of unused ram, 3 slots would be 216, that's without a checksum, though a lot of this data is bit flags and would be h...
by dahrkdaiz
Wed Aug 15, 2012 1:51 pm
Forum: NESdev
Topic: Mario Adventure 3 - Keeping it proper this time
Replies: 17
Views: 5389

Re: Mario Adventure 3 - Keeping it proper this time

I apologize, I thought it was obvious that I intended to use SRAM to save game progress.
by dahrkdaiz
Wed Aug 15, 2012 1:32 pm
Forum: NESdev
Topic: Mario Adventure 3 - Keeping it proper this time
Replies: 17
Views: 5389

Re: Mario Adventure 3 - Keeping it proper this time

Do you have any suggestions on detecting proper SRAM initialization? Is it just a matter of using a checksum to validate the SRAM pertaining to game data. If it doesn't check out then the SRAM values are garbage and wipe it out?
by dahrkdaiz
Sun Aug 12, 2012 7:47 pm
Forum: NESdev
Topic: Mario Adventure 3 - Keeping it proper this time
Replies: 17
Views: 5389

Mario Adventure 3 - Keeping it proper this time

This thread isn't so much about Mario Adventure 3, but rather, keeping a rom hack proper for full NES emulation. As everyone is aware of by now, there was a bug in FCEUxd that did not properly emulate the IRQ counter for MMC3. I had used sprites from both pattern tables, that would cause an IRQ coun...