Search found 8731 matches
- Mon Feb 20, 2012 12:18 pm
- Forum: NESdev
- Topic: Battletoads and graphics
- Replies: 16
- Views: 7236
For the battletoad character sprites, I did see that the game first writes code to RAM somewhere to efficiently copy sprites into CHR-RAM. You can see from watching CHR-RAM in an emulator that it only ever stores one frame of the battletoad, and uploads a new one as needed. Try tracing a few frames,...
- Fri Feb 17, 2012 6:37 pm
- Forum: NESdev
- Topic: Sprite mulitplexing / raster effects?
- Replies: 18
- Views: 7553
- Fri Feb 17, 2012 6:01 pm
- Forum: NESdev
- Topic: Sprite mulitplexing / raster effects?
- Replies: 18
- Views: 7553
- Mon Feb 13, 2012 12:24 pm
- Forum: NESdev
- Topic: Battletoads text decompression (huffman)
- Replies: 16
- Views: 35081
- Sun Feb 12, 2012 11:54 pm
- Forum: NESdev
- Topic: Battletoads text decompression (huffman)
- Replies: 16
- Views: 35081
- Sun Feb 12, 2012 8:18 pm
- Forum: NESdev
- Topic: Battletoads text decompression (huffman)
- Replies: 16
- Views: 35081
Well, 1994 is the earliest cited example; why would I assume there's something earlier unless someone tells me there is? I tried a quick search of Romhacking.NET but all I'm finding is that people are commonly hacking an implementation of DTE into old ROMs to make themselves more room to translate i...
- Sun Feb 12, 2012 7:43 pm
- Forum: NESdev
- Topic: Battletoads text decompression (huffman)
- Replies: 16
- Views: 35081
byuu, if all of your symbols had equal probability (worst case for huffman) the resulting huffman tree would be the same as fixed-bit-length (though storing the tree itself will put you over by the size of the tree). Best case for huffman I guess would be all the same symbol, which could be represen...
- Sun Feb 12, 2012 2:06 pm
- Forum: NESdev
- Topic: Battletoads text decompression (huffman)
- Replies: 16
- Views: 35081
So I got bored and made a graph of the Huffman tree:
http://rainwarrior.ca/projects/nes/batt ... uffman.png
http://rainwarrior.ca/projects/nes/batt ... uffman.png
- Sat Feb 11, 2012 10:15 pm
- Forum: NESdev
- Topic: Battletoads text decompression (huffman)
- Replies: 16
- Views: 35081
Yes, there was a Japanese version, but it was developed in Britain. I doubt the decision to use huffman had anything to do with it being theoretically good for Japanese text. They had one 32k bank dedicated to cutscenes, and they managed to squeeze an extra 4k out of it, so... why not? There's very ...
- Sat Feb 11, 2012 8:37 pm
- Forum: Homebrew Projects
- Topic: First NES game (Mineshaft)
- Replies: 42
- Views: 37678
- Sat Feb 11, 2012 6:06 pm
- Forum: NESdev
- Topic: Battletoads text decompression (huffman)
- Replies: 16
- Views: 35081
Battletoads text decompression (huffman)
I've been playing a lot of Battletoads lately, and I was surprised to realize that every level introduction has several different texts, chosen from at random. I was impressed by how often I was seeing new text. So, I thought it would be fun to dump the text out of the ROM. At first I tried a straig...
- Wed Feb 08, 2012 11:59 am
- Forum: NESdev
- Topic: Non-native english coders : In which language do you comment
- Replies: 24
- Views: 6777
English is my native language, but I've always been impressed that so many non-native-English coders make the effort to leave English comments. I don't expect/demand it, but I do appreciate it. (Non-English comments I attempt to translate if I need to; at least the internet has made rough translatio...
- Tue Feb 07, 2012 1:41 pm
- Forum: NESdev
- Topic: Fun with Lisp: Programming the NES
- Replies: 7
- Views: 3453
- Sun Feb 05, 2012 3:25 pm
- Forum: NESdev
- Topic: Rad Racer scrolling
- Replies: 16
- Views: 27052
Rad Racer scrolling
I went and traced through Rad Racer to get an idea of how it does its rendering. I thought it was quite interesting, so I wanted to share what I found. So, the NMI looks like this: > The frame begins with horizontal mirroring set (done in previous frame). > Scrolling is set for the sky's parallax. >...
- Sun Feb 05, 2012 12:21 pm
- Forum: NESdev
- Topic: VRC6 scanlines and scrolling
- Replies: 21
- Views: 8020