Making of Retro City Rampage

You can talk about almost anything that you want to on this board.

Moderator: Moderators

drk421
Posts: 329
Joined: Sun Nov 14, 2004 11:24 am
Contact:

Making of Retro City Rampage

Post by drk421 »

Didn't see this posted anywhere yet,

http://youtu.be/Hvx4xXhZMrU
User avatar
blargg
Posts: 3717
Joined: Mon Sep 27, 2004 8:33 am
Location: Central Texas, USA
Contact:

Re: Making of Retro City Rampage

Post by blargg »

Wow, there's someone with a good solid view of the big picture of NES development. Very refreshing how he approached porting without getting lost in the details of the hardware.
User avatar
NESHomebrew
Formerly WhatULive4
Posts: 418
Joined: Fri Oct 30, 2009 4:43 am
Contact:

Re: Making of Retro City Rampage

Post by NESHomebrew »

I believe bripro joined a tech institute at age 14 to be a programmer (it was in a video, can't remember the details). I only wish I had started programming at a young age, would make things like assembly language much easier.
User avatar
tokumaru
Posts: 12106
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Making of Retro City Rampage

Post by tokumaru »

He found a pretty interesting way to explain how things work to people not acquainted with retro console development, but to long time programmers this is pretty basic stuff.
3gengames
Formerly 65024U
Posts: 2281
Joined: Sat Mar 27, 2010 12:57 pm

Re: Making of Retro City Rampage

Post by 3gengames »

I'm more impressed with how fast he made his setup, not what it does really. But still, over all it STILL is very impressive. And it was fun to see, even for me. Somebody, like many here, who have worked on said system and saw the types of tradeoffs he did.

But he should have had a decompression routine determine which type of tile to output when rendering, instead of changing them all to one type. :) Hehe, kidding...sort of. :)
Bananmos
Posts: 551
Joined: Wed Mar 09, 2005 9:08 am
Contact:

Re: Making of Retro City Rampage

Post by Bananmos »

That's one great video! I reckon it'll be the first thing I reach for the next time I make another failing attempt at explaining NES programming to the uninitiated ;)

Furthermore, I still remember my disappointment when bripro decided to change the scope of his project to not target the NES anymore, so I'm really thrilled he's now gone full circle and resurrected the original NES version! If he plans to produce carts for sale he can count me in as a customer... :)
User avatar
Kasumi
Posts: 1293
Joined: Wed Apr 02, 2008 2:09 pm

Re: Making of Retro City Rampage

Post by Kasumi »

Well, it's out. I bought Retro City Rampage way back in when it was first released, so I just grabbed the update to see "ROM City Rampage". What's been done is really, really impressive, but the physics and things leave a lot to be desired especially after playing the non-NES version. He definitely made the right choice when he switched from NES, the game is better for it.

Also, there really does appear to be a rom in there. I found and edited some 6502 code in RAM while the prototype (ROM City Rampage) was running. It picked up my change as expected.
Bananmos
Posts: 551
Joined: Wed Mar 09, 2005 9:08 am
Contact:

Re: Making of Retro City Rampage

Post by Bananmos »

Have you managed to rip the ROM and verify that it works on a NES? (and preferably a powerpak) Just to exclude the possibility of it being a ROM specifically adjusted for the emulator...
User avatar
koitsu
Posts: 4203
Joined: Sun Sep 19, 2004 9:28 pm
Location: A world gone mad

Re: Making of Retro City Rampage

Post by koitsu »

Bananmos wrote:Have you managed to rip the ROM and verify that it works on a NES? (and preferably a powerpak) Just to exclude the possibility of it being a ROM specifically adjusted for the emulator...
He "sort of" answers that in another video (uploaded 5 hours ago), but not exactly:

http://www.youtube.com/watch?v=ZffFxLyD4Ig

The important part comes from a single comment to that video:

Code: Select all

1. Buy the game.
2. extract 747E67D6 and C87FC3A3 from gamedata.bfp with BFPExtractor
3. use hex editor to create file "RCRheader.bin" with hex data like "4E 45 53 1A 20 20 50 00 00 00 00 00 00 00 00 00"
4. run command
   copy /b RCRheader.bin+747E67D6+C87FC3A­3 "ROM City Rampage [!].nes"
5. Play in FCEUX or whatever you want
6. Make sure you bought the game.
From the header it looks like it uses mapper 5, i.e. MMC5. Yow.
Bananmos
Posts: 551
Joined: Wed Mar 09, 2005 9:08 am
Contact:

Re: Making of Retro City Rampage

Post by Bananmos »

Game was on sale on the webpage and was said to run well in Wine, so figured I would try it out myself and purchased it.

Doesn't run so well though - sound is completely garbled and apparently if you misconfigure your joypad once there's no way to get back to the joypad settings (re-install probably needed?).

So it just proves the point of why I stay away from PC games and prefer my NES instead. hope the embedded ROM will give a better experience...
User avatar
tokumaru
Posts: 12106
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Making of Retro City Rampage

Post by tokumaru »

koitsu wrote:From the header it looks like it uses mapper 5, i.e. MMC5. Yow.
He mentioned that right from the beginning, way before he moved away from the NES. I think the reason for the MMC5 is the need to color individual 8x8-pixel tiles, as opposed to the regular 16x16-pixel areas. Since everything is so small, he needs that to properly color doors, windows and other tiny details on buildings. Also, I bet he takes advantage of being able to access way more than 256 background tiles at the same time, so he can draw a detailed city without having to bankswitch or update the pattern tables for specific regions
lidnariq
Posts: 10677
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Making of Retro City Rampage

Post by lidnariq »

In the video, he mentioned using the MMC5's 16384 tile mode several times, and that despite that, he still ran out of tiles.
zzo38
Posts: 1080
Joined: Mon Feb 07, 2011 12:46 pm

Re: Making of Retro City Rampage

Post by zzo38 »

koitsu wrote:

Code: Select all

1. Buy the game.
2. extract 747E67D6 and C87FC3A3 from gamedata.bfp with BFPExtractor
3. use hex editor to create file "RCRheader.bin" with hex data like "4E 45 53 1A 20 20 50 00 00 00 00 00 00 00 00 00"
4. run command
   copy /b RCRheader.bin+747E67D6+C87FC3A­3 "ROM City Rampage [!].nes"
5. Play in FCEUX or whatever you want
6. Make sure you bought the game.
From the header it looks like it uses mapper 5, i.e. MMC5. Yow.
That's good. Now you can use it on any real NES/Famicom hardware or any computer having the NES/Famicom emulator, rather than only Windows or Wine or whatever. (Step 6 can be omitted though, and step 4 might be modified on non-Windows computers)
[url=gopher://zzo38computer.org/].[/url]
Bananmos
Posts: 551
Joined: Wed Mar 09, 2005 9:08 am
Contact:

Re: Making of Retro City Rampage

Post by Bananmos »

So, the ROM turned out to be a disappointment as well. On the upside, the graphics are quite nice, so the MMC5 extra graphics features do show, even if t looks somewhat too static with no animated bg tiles.

On the downside, there's no sound at all, neither music nor SFX. It's very glitchy graphically, with flickering screen transitions and lots of sprite flicker, which the constant slowdowns make even worse. Controls seem pretty broken, as trying to get into the car takes an eternity. And there's no intructions about where to go or what to do. Lots of doors and entrances, but seems they can't be accessed. So while it's a bit of a cool MMC5 tech demo, it's a very unfinished product.

It does say "Unfinished prototype" in big letters, so I hope it'll be improved to a point where it's playable. At the moment there's nothing fun about playing it, and not really worth even the halved sale price I got it for.

Just my 749 cents 'bout it...
User avatar
Bregalad
Posts: 8036
Joined: Fri Nov 12, 2004 2:49 pm
Location: Caen, France

Re: Making of Retro City Rampage

Post by Bregalad »

Sounds like I'll have to buy it when the ROM version will be fixed.
I mean I am not a fan of GTA and derivate (far, FAR from it) but on the technical side it looks like a cool project.
Post Reply