Search found 275 matches

by slobu
Fri Apr 13, 2012 11:49 am
Forum: NESdev
Topic: ATALAN - new programming language for 6502
Replies: 36
Views: 13831

I am running Vista 32-bit. When I first tried "atalan -P nes snake" Atalan complained about missing MCVCR100.dll. I downloaded and installed Microsoft Visual C++ 2010 Redistributable Package. It still errors out with this information: Problem signature: Problem Event Name: APPCRASH Applica...
by slobu
Fri Apr 13, 2012 11:29 am
Forum: NESdev
Topic: The Complete Beginner's Guide to NES Development
Replies: 51
Views: 17845

Speaking as an assembly illiterate beginner I'd really like to see this work start with C. I've seen many assembly based tutorials and, in the end, I still feel like the examples are blocks of arbitrary code. cpow has written an excellent IDE for NES cc65 development. Higher level languages should b...
by slobu
Thu Mar 29, 2012 5:52 am
Forum: NESdev
Topic: Battletoads and graphics
Replies: 16
Views: 6576

What about just using the offsets in Game Genie codes for Battletoads? In effect, Codemasters has already figured out the non-graphic areas that effect gameplay.
by slobu
Sat Mar 24, 2012 8:33 am
Forum: NESdev
Topic: Save RAM Wear - Does it?
Replies: 10
Views: 4662

Thanks guys! It sounds like, if I have the luxury, use some real RAM as a buffer and then back it up to save RAM only when needed. I had an idea for a game that would rely heavily on save RAM but wasn't sure about wear.
by slobu
Fri Mar 23, 2012 12:14 pm
Forum: NESdev
Topic: Save RAM Wear - Does it?
Replies: 10
Views: 4662

Save RAM Wear - Does it?

Does frequent writes/reads of battery backed RAM wear out anything? Use more juice?

Do flash carts suffer any wear from emulated battery RAM access? I mean, they shouldn't immediately write back to flash, right?
by slobu
Sat Mar 10, 2012 11:20 am
Forum: Homebrew Projects
Topic: Streemerz NES port
Replies: 173
Views: 91060

Have you already tried to contact the original author of Streemerz? I'm sure Arthur Lee would be honored to help port Streemerz back to the NES.

http://www.superfundungeonrun.com
by slobu
Fri Mar 09, 2012 11:15 am
Forum: NESdev
Topic: Regarding tilification
Replies: 4
Views: 3368

As long as redundant tile removing/marking isn't turned on by default I think it's an awesome idea. I know with Genesis programming I end up duplicating tiles due to the way my compiler allocates them for sprites. I guess what I'm saying is, there's definitely a time when redundancy checking could g...
by slobu
Thu Mar 01, 2012 10:33 am
Forum: NESdev
Topic: Best Password System
Replies: 39
Views: 28173

..they actually provide the system with more bits of information than the system utilizes I never noticed that! Perhaps the characters A-Z could be cycled through in four directions (up/down/left/right) adding 2 extra bits of information. This gives us 104 values. We could interpret each entered va...
by slobu
Tue Feb 28, 2012 1:19 am
Forum: NESdev
Topic: Best Password System
Replies: 39
Views: 28173

Re: Best Password System

So, I'd like to come up with a password system that stores 8-bit values. It should involve the least writing/inputting by the end user. Why not use something more modern, like FlashROM, and ditch the annoying password entry altogether? Seriously, if your game is under 128kB, then the chip is like $...
by slobu
Mon Feb 27, 2012 7:00 pm
Forum: NESdev
Topic: Best Password System
Replies: 39
Views: 28173

I'd argue that with 4 symbols the amount of time inputting would be quite close to just entering your custom control scheme via a prefs screen. Limiting the amount of options the end user wades through IS a noble goal though. What about a cross shaped control that rests at 35 in the middle. Vertical...
by slobu
Mon Feb 27, 2012 12:27 pm
Forum: NESdev
Topic: Best Password System
Replies: 39
Views: 28173

Allowing failed passwords is an interesting idea. One that I didn't know developers even used! I think, though, I'll keep it generic. I'm trying to develop a framework for any game. So, if SRAM is not an option it'll default to a password screen. I'm thinking the vars could be divvied up as follows:...
by slobu
Mon Feb 27, 2012 11:26 am
Forum: NESdev
Topic: Best Password System
Replies: 39
Views: 28173

Ya, I'd say encryption that doesn't cost an additional character is the way to go. The user positive feature (as Bisqwit mentioned) is user entry validation. It looks like 64 character table renders 6-bit values. That means I'd need 8 characters to produce 6 8-bit variables. So, to get 12 8-bit valu...
by slobu
Mon Feb 27, 2012 8:58 am
Forum: NESdev
Topic: Best Password System
Replies: 39
Views: 28173

As usual, I am humbled by the depth of knowledge you guys have! It seems Battle of Olympus hits the sweet spot for usability and capacity. 64 characters also seems to be the limit as far as manageable input. Most of these password systems keep it near 26 chars. I suppose the first character could be...
by slobu
Sat Feb 25, 2012 11:51 am
Forum: NESdev
Topic: Best Password System
Replies: 39
Views: 28173

Best Password System

So, I'd like to come up with a password system that stores 8-bit values. It should involve the least writing/inputting by the end user. I thought I was onto something with using 99 characters plus 3 "accents" (none, line above letter, line below letter) The accents would denominate the hun...
by slobu
Fri Feb 24, 2012 7:52 am
Forum: NESdev
Topic: Mapper recommandation chart
Replies: 40
Views: 12829

Off topic but related to the cart manufacturing replies so far..

Why hasn't anyone made something similar to the Melody cart by AtariAge?
http://atariage.com/store/index.php?l=p ... age_melody

Wouldn't an open sourced piece of hardware similar to that solve many problems at once?