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Re: First NES game (Mineshaft)

Posted: Wed Nov 07, 2012 7:53 am
by lindholm
Found this throu a swedish NES forum... And love this game, so I have been playing it on an emulator...

My eprom-programmer were delivered today, my plan is that this will be the first NES game I will use it for.

Hower, when I use "NES Mapper Reader/ROM fixer/ROM spliter 1.0" to split the .nes file I get the error "The rom did not split correctly (incorrect CHR Bytes?)"

So how do I do to split this file so I can use it? Will it work anyways just to ignore the error messages?


(Sorry for my bad english and my noob-question)

Re: First NES game (Mineshaft)

Posted: Wed Nov 07, 2012 10:05 am
by 3gengames
I have a program below that is a ROM splitter. ReadNES3. Just drag and drop the file on the program and it will split the file. It will tell you all the details you need to make a cart, also. If you need any more help, just ask. There should be a read me explaining how the command line version of it works, with character repetition and program repetition and the like. Good luck.

http://www.racketboy.com/forum/viewtopi ... 25&t=28549

Re: First NES game (Mineshaft)

Posted: Wed Nov 07, 2012 11:02 am
by lindholm
Thanks alot! Was no problem splitting the file with that program, will give it a try and burn the eproms and see if i can get it to work

Re: First NES game (Mineshaft)

Posted: Thu Nov 08, 2012 4:47 am
by lindholm
Got it to work now :D Thanks for the tip 3gengames!

First try dident work, then i read on the net that you have to copy the files so they fill the eproms, and now it works great

Re: First NES game (Mineshaft)

Posted: Thu Nov 08, 2012 10:29 am
by Kreese
Great lindholm, you managed to do this.

I have to make a cart out of this one too. Mineshaft is really cool.

Re: First NES game (Mineshaft)

Posted: Thu Nov 08, 2012 10:50 am
by jwdonal
Very cool game. Great work!

Re: First NES game (Mineshaft)

Posted: Fri Nov 09, 2012 1:16 am
by Super-Hampster
nice. I tested out on my ones emulator on my kindle but I'll put it on the powerpak later. high quality game.

Re: First NES game (Mineshaft)

Posted: Tue Dec 11, 2012 1:38 am
by Heavy
I know I'm rather late to the party, but I'd like to add one small critique/request. It could just be my vision, but I find it hard to tell in which direction the moving platforms go. Let's say they're made up of "striped arrows." I think this problem I find would be remedied by thicker stripes, simply. That is the entirety of my negative feedback, though. I really like the game. Thank you for the download. Cheers!

Re: First NES game (Mineshaft)

Posted: Fri Dec 21, 2012 4:18 pm
by tepples
Fileden appears dead. I have reuploaded.

"The extension .nes is not allowed"?

Re: First NES game (Mineshaft)

Posted: Fri Dec 21, 2012 4:34 pm
by koitsu
tepples wrote:"The extension .nes is not allowed"?
Fixed. I also added .bin, .rom, .fds, .sfc, .smc, and .swc as well.

Re: First NES game (Mineshaft)

Posted: Fri Dec 21, 2012 4:43 pm
by lidnariq
Tangenting: Would we want to put some kind of automatic explicit compression on those? Or is relying on "most web browsers transparently support gziping the stream" good enough / it's just a daft idea anyway?

Re: First NES game (Mineshaft)

Posted: Fri Dec 21, 2012 5:21 pm
by tepples
Auto-gzip, and the fact that the files we trade are so small anyway. From Kasumi's rant against having to install multi-megabyte runtimes: "One of the really cool things about NESdev is downloading for less than a second, and getting a totally cool program."

Re: First NES game (Mineshaft)

Posted: Fri Dec 21, 2012 9:03 pm
by koitsu
lidnariq wrote:Tangenting: Would we want to put some kind of automatic explicit compression on those? Or is relying on "most web browsers transparently support gziping the stream" good enough / it's just a daft idea anyway?
It's not as transparent as you might think. The HTTP server has to be configured to permit it/honour it (and it's done by MIME type or file extension -- you can't just say "do it for .php" -- that doesn't work how you think it would), and it gets even more annoying/complex when you have CGIs or something like PHP that can include its own HTTP headers. The current server is not configured to utilise HTTP client/server-level compression from what I can tell, but even if it was, it wouldn't matter due to what I said previously. :-)

For example, attachments here on the forum kick you back a URL like this:

download/file.php?id=238

Note it's not an explicit file/URL of the .zip file itself (i.e. not files/snakes.zip) -- instead it's a .php script, so the PHP code itself has to be written to honour on-the-fly compression. That URL does not result in an HTTP redirect or anything -- the PHP script quite literally feeds you back HTTP headers and raw binary data. Case in point:

Code: Select all

$ curl -v -s -S -i 'http://forums.nesdev.com/download/file.php?id=238'
* About to connect() to forums.nesdev.com port 80 (#0)
*   Trying 69.20.131.235...
* connected
* Connected to forums.nesdev.com (69.20.131.235) port 80 (#0)
> GET /download/file.php?id=238 HTTP/1.1
> User-Agent: curl/7.24.0 (amd64-portbld-freebsd9.0) libcurl/7.24.0 OpenSSL/0.9.8x zlib/1.2.7
> Host: forums.nesdev.com
> Accept: */*
>
< HTTP/1.1 200 OK
< Date: Sat, 22 Dec 2012 04:00:00 GMT
< Server: Apache
< X-Powered-By: PHP/5.3.15-pl0-gentoo
< Set-Cookie: phpbb3_6cazq_u=1; expires=Sun, 22-Dec-2013 04:00:00 GMT; path=/; domain=forums.nesdev.com; HttpOnly
< Set-Cookie: phpbb3_6cazq_k=; expires=Sun, 22-Dec-2013 04:00:00 GMT; path=/; domain=forums.nesdev.com; HttpOnly
< Set-Cookie: phpbb3_6cazq_sid=b1fe675b07c6b70edbe9c3754ec77ce1; expires=Sun, 22-Dec-2013 04:00:00 GMT; path=/; domain=forums.nesdev.com; HttpOnly
< Pragma: public
< Content-Disposition: attachment; filename*=UTF-8''MineShaft.nes.zip
< Content-Length: 5728
< Last-Modified: Fri, 21 Dec 2012 23:18:37 GMT
< Vary: Accept-Encoding,User-Agent
< Content-Type: application/octet-stream
<
{...snipping raw binary...}
Thus: no compression.

If one was downloading something like http://nesdev.com/i_like_tepples_hat.txt, then sure, Apache could be configured to use mod_deflate + map .txt files to utilise compression. It Just Works(tm). But with CGIs/PHP/webserver-embedded Python/whatever it's a totally different mess.