Search found 493 matches

by clueless
Sun Sep 28, 2008 4:29 pm
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 18931

https://www.ecoligames.com/svn/FariaEditor/FariaLib/OverWorld.cpp Faria uses RLE, but with three different types of runs: 1) The three most common runs of metatiles (water, grass, forest) can have runs of 2 to 17 metatiles. Bit pattern is 0x11mmcccc (m = metatile index into lookup array and c = coun...
by clueless
Sat Sep 27, 2008 4:50 pm
Forum: Newbie Help Center
Topic: Mega Man 9 - Feasible on NES?
Replies: 76
Views: 32949

It seems to me that algorithm makes several assumptions that are not necessarily true for all games. A year ago or so I started work on a "static code analysis" project for NES games. The goal was to determine code from data by tracing all possible execution paths. For example, the utility...
by clueless
Fri Sep 26, 2008 8:17 pm
Forum: Newbie Help Center
Topic: Mega Man 9 - Feasible on NES?
Replies: 76
Views: 32949

If you see something like this: lda ($422),y sta $2007 iny lda ($422),y sta $2007 iny You've most likely encountered code. And most banks that are filled with data don't have lots of code in them. If you find the Reset routine, you can basically act as a 6502 chip and find out how everything works....
by clueless
Fri Sep 26, 2008 8:43 am
Forum: Newbie Help Center
Topic: Source code to my work in progress
Replies: 16
Views: 6918

And if you need a basic example of a makefile for an NROM game, look at the makefile for Tetramino . I just looked at your project. I have a few questions, if you don't mind: 1) In your "nes.ini" file (ld65 linker control file), your "ROM" begins at $c000 but has a size of $8000...
by clueless
Fri Sep 26, 2008 8:36 am
Forum: Newbie Help Center
Topic: Source code to my work in progress
Replies: 16
Views: 6918

tepples wrote:Reserving $0000-$000F for scratch space is more like those old architectures that store their registers in RAM.
Ah yes, like the Intel 8051. I had forgotten. http://www.howtofriends.com/8051/, section 2.5
by clueless
Thu Sep 25, 2008 9:36 pm
Forum: NESdev
Topic: Map data and compression for scrollable map?
Replies: 59
Views: 18931

I have not changed my game rendering code yet, but I have decided upon a map compression scheme. As with everything else, it is subject to change at any time. I'm still writing the 'C' utility that will convert PNG files into compressed map data. Documentation on the map format are here [1] and the ...
by clueless
Thu Sep 25, 2008 9:53 am
Forum: Newbie Help Center
Topic: Source code to my work in progress
Replies: 16
Views: 6918

I was looking over the source a few days ago and noticed you documented which registers were destroyed. Wouldn't it be better to document which were preserved, since it's better to assume destruction than preservation of anything unmentioned? 6 of one, 1/2 dozen of the other I guess. Maybe. Since t...
by clueless
Thu Sep 25, 2008 8:00 am
Forum: Newbie Help Center
Topic: Source code to my work in progress
Replies: 16
Views: 6918

Exactly halfway into the file (physical offset $4000) it would have the string "bye cruel world" OR "cruel worldbye " (more on this later), followed by more zeros. This is the part that I thought could happen: depending of the order you link the files, the content could be in a ...
by clueless
Thu Sep 25, 2008 6:29 am
Forum: Newbie Help Center
Topic: Source code to my work in progress
Replies: 16
Views: 6918

I have a question regarding your code. I'm a newbie too so don't be too hard on me :) I checked your files and you seems to re-use the same segment in many files. What is the advantage of this? My first impression was that 1 segment is declared once and that's it (impression only, cannot find any d...
by clueless
Sat Sep 20, 2008 12:27 am
Forum: Newbie Help Center
Topic: Source code to my work in progress
Replies: 16
Views: 6918

Source code to my work in progress

Hello Everyone, A few people have asked to see my source code. Please consider this disclaimer: 0) If my code helps anyone I'd like to know. Since I'm just starting out, I fail to see how it would be useful to anyone though... 1) I'm not an expert NES developer - I'm a newbie. Please don't assume th...
by clueless
Fri Sep 19, 2008 10:30 pm
Forum: Newbie Help Center
Topic: 8-way scroll, MMC1, status bar, name-table layout
Replies: 17
Views: 6949

I have three NES related projects in my subversion repository open for browsing. I'm trying to install "trac" so that you can get the full benefit of a web interface into subversion. I'll post URLs once I unscrew it.
by clueless
Fri Sep 19, 2008 6:21 pm
Forum: Newbie Help Center
Topic: 8-way scroll, MMC1, status bar, name-table layout
Replies: 17
Views: 6949

Thank you for the testing on real hardware! I have considered sharing code. I don't mind sharing the "engine", but I kinda want the game content itself (story, art work, text, etc...) to be 'secret' for a while (that stuff isn't even coded yet). I will share this though: much of my "d...
by clueless
Thu Sep 18, 2008 8:12 pm
Forum: Newbie Help Center
Topic: 8-way scroll, MMC1, status bar, name-table layout
Replies: 17
Views: 6949

Ok, I've got the status bar working using sprite-0 hit detection. Thanks for your help guys and gals. The playfield doesn't scroll yet, and I've made not attempt to hide "sprite-0". (plus I only have three meta-tiles defined, so the map looks very rough). Anyway, feedback would be apprecia...
by clueless
Thu Sep 18, 2008 7:03 pm
Forum: Newbie Help Center
Topic: 8-way scroll, MMC1, status bar, name-table layout
Replies: 17
Views: 6949

I know that I'll get garbage; I'll live with it for now. Crystalis in MMC3 and uses IRQs to handle flipping name tables and some really funky code to splice the two name tables together on the fly. I'm trying to stay with MMC1 (for now) in case I want to fab a cart or two. We can purchase blank MMC1...
by clueless
Thu Sep 18, 2008 4:56 pm
Forum: Newbie Help Center
Topic: 8-way scroll, MMC1, status bar, name-table layout
Replies: 17
Views: 6949

8-way scroll, MMC1, status bar, name-table layout [solved]

I never understood what "single screen mirroring" meant, but by what you just said that sounds like what I need. It should be fairly easy to test. Thanks!

[back from testing]

Yes, that looks like my solution. Thank you very much Dwedit.