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Messages - Dr. Floppy

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last question, this is like the overworld right?
like where you walk around and have random battles., correct?

Alas, no. I intend for cities to serve the same role as they did in the OG, namely areas where information, weapons, puff-puff, etc. can be obtained. That said, I can definitely see certain cities (Detroit & Centralia spring to mind) serving the Hauksness role of "ghost town / enemies abound".

The abandoned vehicles, lava, substations & powerlines are all excellent ideas; I'ma try working those in as the detailed citywork proceeds.

can you tell me whet the new terrain tiles represent?

1st Row / Transkinetic: Grass (Type 0), Bluegrass, Blackgrass, Switchgrass, Moss, Sand, Wet Sand, Snow, Dirty Snow, Forest, Yellowtrees, Fancy Tree, Palm Tree, Evergreens, Snow Pines, Bridge, Cityblock

2nd Row / Slowdown: Hills, Forest Hills, Desert Hills, Desert Forest Hills, Snow Forest Hills, Purple Hills, Snow Hills, Cornfield

3rd Row / Solid: Crag, Fence, Water, Purple Water

4th Row / Damage: Swamp, Pond, Snow Pond

I saw you made Pennsylvania, did you already make a larger version of it?

No, but I can!  ;)

...2020 or shortly thereafter. Civil unrest is at peak levels, despite the president having been re-elected to a record-tying fourth term.

Srsly? Nobody's gonna call me out on this?!?

sure lets have at it.

This process is open to anyone else who fancies being a demigod for their respective neck of the woods. (First come, first serve!)

Newcomer's Board / Re: Zelda The Legend of Link
« on: June 27, 2015, 12:03:33 am »
In the meantime, try this: The Legend of Iowa

maybe. What is involved in doing this? I want to make sure i can commit before i say yes.

It's a PNG file with the city of San Diego arranged within a grid-overlay. Each cell is 16x16 pixels and represents a square half-mile. The image is 57 cells wide and 100 tall. All major highways have already been filled-in, as has the border fence and some of the Specific Ocean. The mission, should you choose to accept it, is to (a) decide the exact boundaries necessary to adequately Represent! the city, then (b) fill in those cells with terrain squares (also provided) as you see fit.

Is this going to take place in modern times or post - apocalyptic?
Sort of both, say 2020 or shortly thereafter. Civil unrest is at peak levels, despite the president having been re-elected to a record-tying fourth term.
The president's response to the pseudo-secession of more than a dozen parts of the nation exacerbates tension even further, pitting National Guard units against federal troops and local militias against U.N. Blue Helmets.

What better time for Homey to get his lootin' on?

To answer your questions Escondido is in San Diego county but its so far away the only people that consider it as part of San Diego are people who live in Escondido. I had no idea where Granite Hills was. I had to look it up. I think thats too far east. Santee is the farthes east id include and thats only because of the potential for racist inbred redneck monsters.

If I send you a grid, will you fill it in?

Newcomer's Board / Re: NES Tetris assembly hack help
« on: June 25, 2015, 11:31:16 am »

Writes to PPU-RAM must occur during V-blank. Adding the desired information to the Sprite OAM at $200 (which can occur during framedraw if intended for the subsequent frame) is probably the best way to go about this.

Is the state of Kansas going to be sepia toned?

I hadn't planned on it, but its rectangular shape is quite conducive to setting up a special routine that activates sepia-tone when Homey moves into its territory.

Also please Include my Hometown of San Diego.

San Diego is in! Out of curiosity, what should be the parameters of inclusion? Right now, it extends northbound to Escondido and eastward to Granite Hills.

Newcomer's Board / Re: Legend of Zelda NES Tile Combos Q
« on: June 20, 2015, 12:58:08 am »
Honestly, though, it would probably be easier and more flexible to re-point the data and edit it with a hex editor. There is a document floating around somewhere that documents the format of this data.
Yes! Particularly if one rerouted the data outside of the ultra-busy (and often chaotic) Bank 5.

The format uses bit-7 as the "Start of Next Macro" flag, even if the current Macro hasn't been entirely defined yet. This leads to overlap, which can be annoying to say the absolute least. Bit-6 is used as the "two-squares" flag, indicating that the Square # defined by bits 5-0 is to be added twice in succession. Thus,

Code: [Select]
codes for two Macros, the first consisting entirely of water, and the second dry land with one square of water at the very top (assuming Square #05 is water and #01 is Land). Note how the final byte of the first Macro is the starting point of the second.

In Kentucky I'm guessing that's Lexington and Louisville. Not sure about the rest though.
We have a partial-winner! (But which is which?)

I'm curious. How did he get half of one? LOL
I was feeling generous, and didn't realize that East Chicago isn't even on the Illinois border.

Alas, you only got 4½!

Hint: 4 are in Indiana, 2 apiece are in Ohio & Kentucky, and 1 is in Illinois.

Newcomer's Board / Re: Legend of Zelda NES Tile Combos Q
« on: June 19, 2015, 06:58:09 am »
But like I said, after viewing them all, there are many repeats. If there were a way to edit the columns I would be very satisfied with my newcomer's project.
Yeah, if I remember right the OG only used about 125 of the 256 potential Macro definitions. If you can whip-up an image of your desired additions (as well as any replacements of Macros you don't need), I can see about adding them to the roster. (This shouldn't cause any problems with the Utility.)

Speaking of image editing, something that was bugging me today. I was trying some simple sprite replacements and using a few different graphics programs and noticed the tiles for Link's sprite don't line up, there is a horizontal strip one pixel high offsetting the graphics, that I suspect in itself is part of the graphics. Maybe this is something with my ROM.
Nah, it's something with every Zelda 1 ROM. Some NES games didn't contain special chips for separate image data, opting to instead flash it from the PRG-ROM itself (aka, "CHR-RAM"). That stuff-not-lining-up nonsense got old after about three seconds, so I converted the game to utilize CHR-ROM for my Zelda 1 hack.

Personal Projects / Re: Sour Music Kart + Demo
« on: June 19, 2015, 06:46:21 am »
We also have a page (which I cant find ATM :< ) where we have most stuff and offsets documented from the game.
I would be very interested in that information, should it resurface.

I figured out how to give the Luigi racer unique/independent sprites for his bottom half. Lemme know if such a thing is of any service.

Newcomer's Board / Re: NES Tetris assembly hack help
« on: June 19, 2015, 05:49:13 am »
Are there any tutorials on how to assemble new code and then insert it?  I've looked online but can't find very much info on this.  Do I write the new assembly and then use a cross assembler, and then take that and insert it in to the NMI routine?

I can walk you through the process. At least 75% of it is merely designing a new routine to do (1) what you want, (2) when you want it. The rest is examining the NMI Routine for a decent insertion point, then manually typing in the new code via Hex Editor. No assemblers, disassemblers, capdapplers and/or schmendlers will be necessary!  :)

Concept Time: NES games are displayed by an electron gun firing a beam against a picture tube which draws the onscreen image left-to-right, top-to-bottom. Once all 240 lines are drawn, a special signal is sent to the NES which informs it that the electron gun is resetting itself for the next framedraw. This is called V-Blank, and it's a very special moment in time. (If you want to use "scanline" as a unit of time, V-Blanks last about 23 such units.) The NES outputs 60 frames per second.

NES games operate by following a Main Program Loop. During framedraw, the MPL runs a series of checks to determine what's happening in-game at that precise moment, and what needs to be done to keep it happening according to the in-universe "rules". Once it gets thru this checklist, it goes into a sort of hover pattern until the framedraw is complete and that special V-Blank signal is sent.

When that happens, the NES activates something called the Non-Maskable Interrupt (NMI), which is a fancy way of saying "Ultra-special checklist of important shit to do between frames". Onscreen images can only be updated by writing to the NES' Picture Processing Unit (PPU), and that can only happen during V-blank. Thus, NMI Routines are designed to take advantage of this critical period. If designed correctly, they'll end with time to spare and the MPL will begin its checklist prior to the electron gun starting the next framedraw. (This is why most games put their music/sound handlers at or near the very beginning of MPL.)

I know this is a lot to digest at once, but by doing so you'll find the forthcoming procedure to make a lot more sense.

I'm thinking of playing both sides against the middle.
Here's an actual screenshot from the miniturized (25% the size of "upper" Indiana; 6.25% the size of "lower") Overworld which currently exists in-ROM:

As you can see, this "Mindiana" is contiguous with its IRL surrounding states. Such would also be the case with Upper Indiana; Lower Indiana would only be contiguous with Ohio & glove-Michigan due to the increased resolution.

First person to name all nine cities gets a prize.

Personal Projects / Re: Sour Music Kart + Demo
« on: June 19, 2015, 12:40:41 am »
This looks impressive! I must ask, how'd you alter the compressed graphics (title screen marquee, Monty Mole, etc.)?

"Portland" should have scads of retarded hippies blocking the track with their ghey little Priuses.

Newcomer's Board / Re: Need help with ZeldaTech
« on: June 19, 2015, 12:33:23 am »
Zelda's overworld (and underworld, for that matter) utilize raw screen coords based on a 16 x 8 Room Grid:

00-01-02-03- etc. -0F
10-11-12-13- etc. -1F
20-21-22-23- etc. -2F
30-31-32-33- etc. -3F
40-41-42-43- etc. -4F
50-51-52-53- etc. -5F
60-61-62-63- etc. -6F
70-71-72-73- etc. -7F

Newcomer's Board / Re: Legend of Zelda NES Tile Combos Q
« on: June 19, 2015, 12:28:59 am »
Getting to the question. Viewing the available vertical tile combos within ZeldaTech, it appears MANY of them are repeated, usually in patterns of six but sometimes other numbers. What is the best way to alter these repeats so they are usable?
Yeah, the Overworld screen macros (16 x 176 pixel strips) are incredibly redundant. I'm unfamiliar with ZeldaTech; does it allow you to redesign the macros on a per-square (16x16) basis? Or just which sixteen macros are used to define each Screen?

Honestly, if you're motivated enough, my advice would be to ditch the Utilities and delve into the raw hex-code itself. Zelda 1 offers many opportunities for "jailbreaking" out of the original game's constraints. I struggled within those constraints for years before I just said fuckit & set things up so every row had its own 256 unique Macro definitions.

Newcomer's Board / Re: NES Tetris assembly hack help
« on: June 19, 2015, 12:16:53 am »
1 - How do I insert new assembly code in to an existing ROM?  Does the whole rom have to be disassembled, the new code added, and then assembled again?
No. That's actually the least efficient process! All you need to do is write your new code and insert it somewhere in the NMI Routine. Which brings us to:

2 - How do I find the best location to put the new code for this?
Writes to PPU-RAM (onscreen visuals) must be done during the V-blank interval between frames. This is best done by tapping into the NMI Routine, the starting address of which is stored at CPU Address $[FFFA-B].

Where (precisely) onscreen do you want these numerical tiles to appear?

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