Some info on how ROM space is organized for the NES.
#NES #NESDevhttp://www.kickstarter.com/projects/1101008925/lizard/posts/1494556 …
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I don't want 99.64% filled to sound like bragging. I could have compressed the room data a bit better (at the cost of a few more frames of load between every screen), but by the time that space was almost full I didn't really want to make the world any bigger than it already was.
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I did a lot of estimating early on and as I went to see how much data things would take up, made that long lob and landed surprisingly close to my target.pic.twitter.com/t1lykdac0b
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Each page/bank is a full 32k so has to contain a little bit of boot strap code, right? Seems like the banks with very little code aren't all identical though. Is there more than just start-up code there?
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There's a small amount of fixed code at the end of every bank. All the room banks have the same room loading code but not in a fixed position. The CHR banks have CHR loading code but got some "extra" stuff crammed in as well. The music bank has music code.
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Just how big do they make ROM chips for NES boards nowadays? How big could you have made the game under current day hardware limitations?
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most are just re-creations of original boards that original NES games used, so the maximum you can have is usually around 512k per chip. With modern components and lots of knowledge, you can throw limitations out the window. Super Russian Roulette has almost 8MB of just samples
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I see a familiar face.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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rooms
text
data tables
code
sprites
music (magenta) / palettes (violet)
graphics