ROOMS and Cur Manor
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- Posts: 16
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ROOMS and Cur Manor
]Hey everyone, first post on this forum.
If I'm being honest, I was a little reluctant to post these because there is so much amazing homebrew in here, but I just wanted to share a couple games I've made, mainly to see if I can get some feedback.
Download links and playthrough videos:
ROOMS
https://www.romhacking.net/homebrew/153/
https://www.youtube.com/watch?v=v6rXpCFG-Jg&t=22s
Cur Manor
https://www.romhacking.net/homebrew/154/
https://www.youtube.com/watch?v=GTXyI3pPgxU
If I'm being honest, I was a little reluctant to post these because there is so much amazing homebrew in here, but I just wanted to share a couple games I've made, mainly to see if I can get some feedback.
Download links and playthrough videos:
ROOMS
https://www.romhacking.net/homebrew/153/
https://www.youtube.com/watch?v=v6rXpCFG-Jg&t=22s
Cur Manor
https://www.romhacking.net/homebrew/154/
https://www.youtube.com/watch?v=GTXyI3pPgxU
Re: ROOMS and Cur Manor
There is nothing wrong to post a project of any scope. We all have to start somewhere
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- Posts: 16
- Joined: Thu Jan 27, 2022 3:22 am
Re: ROOMS and Cur Manor
I really like the mechanic in Cur Manor of having to search the enemies instead of them just dropping stuff.
I think the weakes point of the games is the graphics, but you could easily add a little variety by just changin the palette or the tiles every floor, or every few levels in the case of rooms.
I think the weakes point of the games is the graphics, but you could easily add a little variety by just changin the palette or the tiles every floor, or every few levels in the case of rooms.
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- Posts: 16
- Joined: Thu Jan 27, 2022 3:22 am
Re: ROOMS and Cur Manor
Thanks for the feedback Mazin! I agree about the graphics - I think I'll try and create a stock of graphics before starting my next project.Mazin wrote: ↑Thu Feb 03, 2022 10:52 am I really like the mechanic in Cur Manor of having to search the enemies instead of them just dropping stuff.
I think the weakes point of the games is the graphics, but you could easily add a little variety by just changin the palette or the tiles every floor, or every few levels in the case of rooms.
Re: ROOMS and Cur Manor
There's plenty on opengameart.
Re: ROOMS and Cur Manor
Cut Manor is stuck on the start screen on MESEN (with setting: Default power on state for RAM: Random Values) - so it can be the same on a real cart.
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- Posts: 16
- Joined: Thu Jan 27, 2022 3:22 am
Re: ROOMS and Cur Manor
Thank you for pointing this out!
I think I've resolved the issue by adding code to assign zero to the WRAM values starting from $6000.
I actually was wondering if I needed to alter my clear memory routines since I'm using MMC1. Right now I'm just clearing $0000~$07FF and $6000~$6FFF. I suppose I could clear out through $7FFF just to be safe, but my assigned variables only go up to $6326.
Re: ROOMS and Cur Manor
In my experience, it's a good idea to initialize all RAM, even if you don't intend to use it, because you may have a bug that uses that uninitialized RAM and thus may produce different behavior on different systems or power cycles. "Keroppi to Keroriinu no Splash Bomb!" on Famicom has such a bug, and the particular values determine whether the game will crash on the final boss or not. If it had initialized all RAM to 0, the crash would not happen (or if a crashy value had been chosen, would have always happened and likely been caught in development)
Re: ROOMS and Cur Manor
While this is true, I think it's even more important to make sure you have your emulator set to randomize ram. (and if using an emulator that supports it, randomize the mapper state as well). It might help you DISCOVER the bugs that reference unexpected ram locations.Fiskbit wrote: ↑Sat Feb 05, 2022 3:45 pm In my experience, it's a good idea to initialize all RAM, even if you don't intend to use it, because you may have a bug that uses that uninitialized RAM and thus may produce different behavior on different systems or power cycles. "Keroppi to Keroriinu no Splash Bomb!" on Famicom has such a bug, and the particular values determine whether the game will crash on the final boss or not. If it had initialized all RAM to 0, the crash would not happen (or if a crashy value had been chosen, would have always happened and likely been caught in development)
My games: http://www.bitethechili.com