Search found 275 matches
- Fri Apr 13, 2012 11:49 am
- Forum: NESdev
- Topic: ATALAN - new programming language for 6502
- Replies: 36
- Views: 13831
- 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...
- Thu Mar 29, 2012 5:52 am
- Forum: NESdev
- Topic: Battletoads and graphics
- Replies: 16
- Views: 6576
- Sat Mar 24, 2012 8:33 am
- Forum: NESdev
- Topic: Save RAM Wear - Does it?
- Replies: 10
- Views: 4662
- 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?
Do flash carts suffer any wear from emulated battery RAM access? I mean, they shouldn't immediately write back to flash, right?
- 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
http://www.superfundungeonrun.com
- 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...
- 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...
- 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 $...
- 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...
- 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:...
- 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...
- 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...
- 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...
- 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?
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?