4:10 "patch the ROM after it has been dumped from a cartridge onto your computer" - I don't understand the words you are using bro, I'm still playing on my original SNES. EDIT: 4:50 ahhhh, nice one!
appears that genie code to get prevent the pause glitch doesn't work with 4 and 7 bosses. Did it fix the zombie glitch for boss 6 though, the music didn't get changed when firing with max gun.
So basically, the developers created their own high-level programming language _specifically for this game,_ and then programmed each boxer using that language instead of raw 6502 assembly code. This might just be the most astounding case of ingenuity born from constraints I’ve ever seen.
Not getting the pendant is not a solution. This means that the game is easier then it should be from the very start. I always knew that there was something wrong with that pendant.
I enjoy watching these behind the code series videos really into nes hacking as well I been messing around with mega man 1 with the messen emulator improving the game like life bar placement and made sprite edit on mega man to hold his arm cannon when he shoots to rebalancing boss damages etc keep making these videos
Not impossible. If I remember correctly, in code your input for jumping has three states, and is coded in such a way, that makes hitting the desired 3rd state (going into a controllable roll) isn't easily done as desired, in conjunction with input presses, and registered animation. Is because the two are set, or one offset, while the other is coded to follow traditional framerates. Your input checkes 2 times, every frame if coded the same as NES. The Animations of the jump are offset. If this is the case for DOS, then you can see how it's not impossible, but very difficult nonetheless. As I do remember getting the timing down to get past this part shown, but certainly takes some good hand-eye coordination, and even a bit of luck. Barely touching the blocks above the turtle's head, then just before you go into fall (which is coded weirdly, but believe it's for this purpose) you press jump again and hold, going into your controllable roll, and aim for the next platform. If done right, you'll look to fall short, even after the second jump, but like I said the physics is weirdly coded, along with the timing of input, and animation offset, is going to take a few tries😂.
i am so very sick in bed with a very high fever... listening to your voice and going on about all of this has been rather soothing while I am in and out of consciousness.
I had a thought for speedrunners. Is there a way to, probably by using arbitrary code execution, set one of the pipes as the world 8 pipe in 1-2??? This would completely void 4-1 and 4-2 in the runs, and could potentially lower the time for speedruns significantly. Not sure if it's possible but I know arbitrary code execution has worked magic in the past.
3:44 -- I think that ADC (add with carry) that adds the current value to the WeaponOrBubbleXPos RAM address, which follows the SEC (set carry) mnemonic, should really be an SBC (subtract with carry), to subtract from this address instead.
2:44 I hacked the save file. I basically just did two saves with the turtle a few steps back and at the ledge, compared them in PCTools to find the variable and simply raised the variable to put me across the gap when i reload. I finished the game after that. 3:34 Looks like he did the same thing XD
Wait a minute... we all know running the retail version of the game , i.e., no changes. Donatello's bow is the best weapon. Now, isn't that because it has such a large wind-up and attack, causing it to stay on screen longer? Here's a question...is every part of the Ninja Turtles weapon's fatal to the enemies in game? If so... Wouldn't it make more sense slowing down the very last part of the attack, thereby giving said weapon more screen time. Like if it hangs for a second after an attack, it would inadvertently take out another enemy or two...that could be neat.
Literally just came over here from Bob at RetroRGB's recommendation before watching the recent 480i deep dive he did. This short 240p video is simply phenomenal. It clarified and taught me so much in just 7mins!!! An absolute must for all us beginner geeks. Thank you 🙏
I, as a gamer and historian, love the use of generation separation by number. Further, using the type of media a device employed as a way of defining the generation it belongs to is a bad idea. Thankfully, that is not how we typically define a generation. Wikipedia is not the best tool for research and why most educational institutions bar its use almost entirely. A consoles generation is defined by its entire architectural makeup. I know I don't have to tell you this but the 3rd generation is populated by 8-bit architecture with RAM hitting 64K at the ceiling. The 4th generation is populated by the use of 16-bit processors and can include co/processors. The PC Engine should be assigned a generation based on its most complex hardware...its 16-bit graphics processors. It goes on like this creating an easy to follow historical line based on a single number. Addendum- In case you say 'The Jaguar is technically controlled by a Motorola 68K!' You're correct, but it's intended design was only to operate as a bootstrap for two 32-bit processors. That console was quite the albatross...
Before watching the entire video, here's how I would answer the question of "how would you program a trading ai?" Note: I never made a game for the NES, so I don't know if some of the stuff I say isn't allowed due to NES' limitations. Recieving a trade: The way how a trade would usually go will be like this: if money/value of property(ies) offered is less than the money/value of property that is given, then the trade is guaranteed to fail. After a failed trade happens the player either has the option to cancel the trade or let the ai choose what they might give instead. When the second option is chosen, the ai will choose a property that has the smallest difference to the offered ammount of money and if said property is cheaper than the offered ammount it will add money to it until it's equal. If the value of both ammounts is equal or the offered ammount is less than the given, the trade is guaranteed to be a success. Other factors: When a trade happens, the game will check the current properties of the two trading. Say a red property is offered. If the ai is one red property away from a monopoly, the value of said red property will increase by 100. If a railroad is offered the value will increase by 100 for each railroad the ai owns. If the electrostation/water station (I forgot their actual names) is offered and the ai already has one of them, the value is increased by 50. Giving a trade: Every turn if the ai is 1 away from having a monopoly, has a railroad or a station, they have a 50% chance to suggest a trade to a person that has the required property/railroad/station. From then on the offer ai works like when failing a trade from the "recieving a trade" section.
2 years later, and after seeing ports like Phantasy Star 1 to the Switch... I like the "option" to go "updated" or "classic". I would define "Updated" as, cleaned up translations, bug fixes, graphical flashing due to limited memory and exploits and any sort of QoL upgrades like faster XP/Money. I would define "Classic" as "I want to play the game as I remember it". So many games get re-releases, but honestly, the reason I'm buying it is for nostalgia, and part of that nostalgia is how I remember it. While there are places for things like Fantasy Star 7 "its a completely different game with generally the same characters and story"... Most of the time, thats not for me. Just give me more Phantasy Star 1 ports like they had on the Switch. You can play it OG style or "Fast as F boi!!!". I'm an adult with kids and a full time job and tons of responsibilities, and while I'd love to sit down and dedicate 20 hours to a game I loved when I Was 11, Id much rather have the option to do it in 8 with in game maps.
Negociations. D: I like how the game is aware of the "unwritten rule" of the orange properties being the most valuable. "The trade AI has a case of tunnel vision with this trade..." Just like in real life. D:
Not sure if I missed it in the detail, but is the 3 damage for a charged shot 'much different' to 3 x 1 damage for three standard shots? (In terms of the time it takes to teal 3 damage from each?)
60 fps patches (or even higher frame rates) are always an improvement, but resolutions than 480p aren't worth it for PS1 and N64 games, as the textures and polygons don't hold enough detail, (and increasing the internal resolution usually creates ugly artifacts in the 2d HUD). Texture packs are almost bad in taste (they have too noisy environment textures that make it really obvious that the grass is just one texture plastered over and over over the whole world, for example). A somewhat subtle CRT filter (like CRT-hyllian) is the way to go.