Puzzlum : Realm of Existence net-game for NES
Moderator: Moderators
- jargon
- B&: This is not your blog
- Posts: 208
- Joined: Fri Dec 07, 2007 11:40 pm
- Location: 480/85260
- Contact:
Puzzlum : Realm of Existence net-game for NES
hi.
i am planning on combining patches versions of Mystic Quest and Arcana.
obviously Mystic Quest will be backwards ports to NES.
if i can't backwards port Mystic Quest to NES, i will either have to foreward port Arcana to SNES, or else combine the patched Mystic Quest ROM with a patched Eye of the Beholder ROM image instead.
i intend to make the original game on NES tho.
so if it is possible to backwards recompile MQ for NES please let me know, as it just dawned on me MQ is a frickin SNES game!
i originally planned on combining the MQ engine with the Eye of the Beholder engine, but found out EotB never existed for NES.
now i am double stuck.
Arcana is the closest NES engine i can find to the Eye of the Beholder engine.
What can i do to backwards port the SNES Mystic Quest to NES?
or is there a game that already exists for NES that is virtually identical in engine style to MQ?
much thanks.
i am planning on combining patches versions of Mystic Quest and Arcana.
obviously Mystic Quest will be backwards ports to NES.
if i can't backwards port Mystic Quest to NES, i will either have to foreward port Arcana to SNES, or else combine the patched Mystic Quest ROM with a patched Eye of the Beholder ROM image instead.
i intend to make the original game on NES tho.
so if it is possible to backwards recompile MQ for NES please let me know, as it just dawned on me MQ is a frickin SNES game!
i originally planned on combining the MQ engine with the Eye of the Beholder engine, but found out EotB never existed for NES.
now i am double stuck.
Arcana is the closest NES engine i can find to the Eye of the Beholder engine.
What can i do to backwards port the SNES Mystic Quest to NES?
or is there a game that already exists for NES that is virtually identical in engine style to MQ?
much thanks.
You might as well write your own game from scratch, because there's no way in hell you're "backwards porting" an SNES game to the NES without the source code (and even then, it'd take a herculean amount of effort). Here's just a few of the problems you'd encounter:
- converting 16-bit code to 8-bit
- rewriting the sound engine
- rewriting the graphics routines
- rewriting the control routines (the SNES has 4 more buttons than the NES)
- bankswitching (the NES can only access 32KB of ROM at a time)
Also, the idea of "combining ROMs" is laughable, even if their engines seem similar. Do you honestly have any idea what you're talking about?
- converting 16-bit code to 8-bit
- rewriting the sound engine
- rewriting the graphics routines
- rewriting the control routines (the SNES has 4 more buttons than the NES)
- bankswitching (the NES can only access 32KB of ROM at a time)
Also, the idea of "combining ROMs" is laughable, even if their engines seem similar. Do you honestly have any idea what you're talking about?
- BMF
RuSteD LOgIc
RuSteD LOgIc
-
atari2600a
- Posts: 324
- Joined: Fri Jun 29, 2007 10:25 pm
- Location: Earth, Milkyway Galaxy, The Universe, M-Theory
- Contact:
wow!
Please read a book on 6502 ASM. BTW, you don't 'compile' NES games, you assemble them. Compiling refers to taking a high-level language, pulling small chunks & bits of pre-written code & putting it in the order of an executable program. Or at least a process similar; I never really looked too much into how the whole compiling process works...
Assembly, on the other hand, is barely a step above binary. You have to know the CPU's entire instruction set, how each instruction functions, &, hell, if you're an audiophile or someone who likes to write during vblank, you have to count cycles!
I myself have put months of off-time (maybe about a couple hours a week) into learning 6502 ASM & creating a small lightgun techdemo. Currently all it does is scroll & blink. The point being, you can't just comment out a few lines, change a few variables & pop out a game on the NES. It takes ALOT of time & patience...
Please read a book on 6502 ASM. BTW, you don't 'compile' NES games, you assemble them. Compiling refers to taking a high-level language, pulling small chunks & bits of pre-written code & putting it in the order of an executable program. Or at least a process similar; I never really looked too much into how the whole compiling process works...
Assembly, on the other hand, is barely a step above binary. You have to know the CPU's entire instruction set, how each instruction functions, &, hell, if you're an audiophile or someone who likes to write during vblank, you have to count cycles!
I myself have put months of off-time (maybe about a couple hours a week) into learning 6502 ASM & creating a small lightgun techdemo. Currently all it does is scroll & blink. The point being, you can't just comment out a few lines, change a few variables & pop out a game on the NES. It takes ALOT of time & patience...
Code: Select all
*=$0000
loop JMP loop
.eof CATS: You are on the way to destruction.
Captain: What you say!!
CATS: You have no chance to survive make your time.
CATS: Ha Ha Ha Ha ....
Captain: What you say!!
CATS: You have no chance to survive make your time.
CATS: Ha Ha Ha Ha ....
Zepper
RockNES author
RockNES author
I highly doubt that's what this guy has in mind.tepples wrote:Super Mario All-Stars.Bregalad wrote:Combine two game isn't possible
- BMF
RuSteD LOgIc
RuSteD LOgIc
-
atari2600a
- Posts: 324
- Joined: Fri Jun 29, 2007 10:25 pm
- Location: Earth, Milkyway Galaxy, The Universe, M-Theory
- Contact:
All-Stars is more of a multi-cart remake, w/ SMW if you got the bundled version...
Code: Select all
*=$0000
loop JMP loop
.eofPerhaps you can do something with MUGEN...tepples wrote:Which is why I'm disappointed that Nintendo isn't doing a "Capcom Vs. Smash Bros." type game.Dwedit wrote:This is! [Metroid clone starring Mega Man]
Zepper
RockNES author
RockNES author