Posted: Fri Jun 29, 2012 3:20 am
It's actually a good point if you want to sell cartriges. And with your own mapper you can do more featuresShiru wrote:Obviosuly, because it would be not supported by existing tools, namely emulators.
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It's actually a good point if you want to sell cartriges. And with your own mapper you can do more featuresShiru wrote:Obviosuly, because it would be not supported by existing tools, namely emulators.
It will slowdown pirating.tepples wrote:If your mapper doesn't work in emulators or on a PowerPak, and you plan to use the fact that it doesn't work as copy protection,
On the real hardwarethen how are you going to test the game to make sure it works before you sell it?
There is another route for those, who conmmon with hardware, but sinceI'm under the impression that using an EPROM programmer, a socketed board, and an NES modded to allow insertion of socketed boards is unbearably slow if you use it for every single build,
i feel myself like last samurai. Just wonder, where is real hackers gone...and not every team has someone with the skill set to design a PCB.
Keep it simple - would you like to have VRC7 sound for your games? Would you like extra memory for saves? Would you like more flat memory for PRG code?Shiru wrote:I agree that a custom mapper is a good thing if you want copy protection. It slows down developement, but it is possible to mod an emulator for dev purposes, and keep it private.
there is couple tricks, which can surprize yourainwarrior wrote:Ha ha, it will slow down pirating a teensy tiny bit. This community has reverse engineered every other mapper already; what's going to keep them from figuring out yours? (Anyone who can desolder a chip and use an EPROM programmer can dump the data, even if the mapper is unknown.)
sorry, always forgetting, that NES is castrato.Putting sound in your mapper is only good if you're targeting only Famicom, or modded NESes. Probably most homebrewers here are not aiming for either of those.
Good man, but who said to use standart equipment for prototyping?Tepples, my socketed cart fits okay inside a front-loader; the real problem was fitting the chips in the cart (have to cut a window in the casing), but the cart fits just fine under the tray bar. No mod to the NES is necessary, but yes it is a really slow process; only really useful for final testing.
LOL no.3gengames wrote:Put the ROM with all data compressed in some weird way and then just screwed up and have a boot loader read it, decode it, and then shove it to a huge PRG-RAM inside the 8000-FFFF space?
Nice story, you should become a writerReally, we need to do what Pier Solar did and just make a mapper that no emu author will emulate. And make it expensive to do in hardware but easily hardware detectable. And then the best way to trigger it would be code your entire game engine like earthbound where it will only make it ridiculously hard and not fun if they pirate it, but yet not so obvious in the program/RAM map to the point where you have to NOP out one piece of code.
You act as if your solution (Which you forgot to post I hope) is better than either of those. I'd like to see you create a better solution. I've thrown around many ideas for piracy protection for my own software, you think I'm not 100% serious about what I posted? Why would you even reply to me mocking my ideas and not even giving a reason why they're bad ideas? Prick move, that's all I'm saying.80sFREAK wrote:LOL no.3gengames wrote:Put the ROM with all data compressed in some weird way and then just screwed up and have a boot loader read it, decode it, and then shove it to a huge PRG-RAM inside the 8000-FFFF space?Nice story, you should become a writerReally, we need to do what Pier Solar did and just make a mapper that no emu author will emulate. And make it expensive to do in hardware but easily hardware detectable. And then the best way to trigger it would be code your entire game engine like earthbound where it will only make it ridiculously hard and not fun if they pirate it, but yet not so obvious in the program/RAM map to the point where you have to NOP out one piece of code.
I didn't said your ideas bad, just there is another way to do to make surprize3gengames wrote:You act as if your solution (Which you forgot to post I hope) is better than either of those. I'd like to see you create a better solution. I've thrown around many ideas for piracy protection for my own software, you think I'm not 100% serious about what I posted? Why would you even reply to me mocking my ideas and not even giving a reason why they're bad ideas? Prick move, that's all I'm saying.
be able to develop on emulator
This. You always talking about emulator. Why? Ah, i seeemulator
Oh, well.just a JSR function
Wouldn't a pirate just get the data after it was decoded to $8000-$FFFF?3gengames wrote:Put the ROM with all data compressed in some weird way and then just screwed up and have a boot loader read it, decode it, and then shove it to a huge PRG-RAM inside the 8000-FFFF space?
If your copy protection is just a function that you JSR to, that should be pretty easy to hack, no?3gengames wrote:then use it as just a JSR function.
Then fucking say what's on your mind already, instead of "teasing" everyone with your shitty one-line responses. Seriously 80sFREAK, your participation in this forum is quite annoying. You only show up to say that everyone's ideas are crap, but you hardly ever explain why or say what would be a better way to do things. If you have better ideas in mind, just share them right away or shut up. Nobody thinks you are clever just because you're keeping information from us.80sFREAK wrote:I didn't said your ideas bad, just there is another way to do to make surprize
Because we use emulators for developing? Developing exclusively on hardware would be a very tedious task, and even if we could absurdly speed up the time it takes to transfer a new binary to the NES, we still wouldn't have all of the debug features offered by emulators.You always talking about emulator. Why?