Talk:Action 53: Difference between revisions
(Some questions about Action 53) |
(Lots of questions answered) |
||
Line 1: | Line 1: | ||
Will you release the ROM file? Will you release the source codes of the files for the Action 53 engine? Do you have 72-pins and 60-pins cartridges? Should you give examples about quality of Action 52 since not everyone would know that? Why do you hate unwinnable situations by ratchet scrolling (there are some situations in which you can make a game having this as part of a puzzle)? Which input devices can be used? Is NROM with CHR RAM for pattern tables acceptable? If you have 53 games and someone has more which is eligible, can you also make the second volume? Are there requirements for initialization which must be performed? Can you make the main menu perform TV mode detection and store the result in the X register (like NSF does)? Another idea would be allow use of Famicom keyboard on main menu (but not required): Arrow keys to move cursor, space bar to display description, RETURN to start game, CLR HOME to reset, letters and digits select a game quickly (assign a code consisting of a letter and digit to each game) and displays the description (pushing RETURN from there starts the game). --[[User:Zzo38|Zzo38]] 14:30, 26 September 2012 (MDT) | Will you release the ROM file? Will you release the source codes of the files for the Action 53 engine? Do you have 72-pins and 60-pins cartridges? Should you give examples about quality of Action 52 since not everyone would know that? Why do you hate unwinnable situations by ratchet scrolling (there are some situations in which you can make a game having this as part of a puzzle)? Which input devices can be used? Is NROM with CHR RAM for pattern tables acceptable? If you have 53 games and someone has more which is eligible, can you also make the second volume? Are there requirements for initialization which must be performed? Can you make the main menu perform TV mode detection and store the result in the X register (like NSF does)? Another idea would be allow use of Famicom keyboard on main menu (but not required): Arrow keys to move cursor, space bar to display description, RETURN to start game, CLR HOME to reset, letters and digits select a game quickly (assign a code consisting of a letter and digit to each game) and displays the description (pushing RETURN from there starts the game). --[[User:Zzo38|Zzo38]] 14:30, 26 September 2012 (MDT) | ||
:Let's break this down: | |||
:The ROM file and the menu source code are available: [http://forums.nesdev.org/viewtopic.php?p=95846#p95846 Action 53 0.03 release announcement]. | |||
:As for 72- and 60-pin carts, that depends on whom I eventually choose as the manufacturer. | |||
:As for ratchet scrolling, I want to avoid the frustration of having to press Reset and lose all progress. Super Mario Bros. handles it well: apart from hardcore glitch abuse, the player can't really get stuck in a situation where the only option is to wait for time to run out. I was thinking more of situations like R-Type, where the path forks, and the player can't tell which fork is correct without choosing the wrong one and losing a life at a dead end. | |||
:As for what not to do (A52 style), I've described that in more detail in the page on my own wiki; plenty of the [http://pineight.com/mw/index.php?title=Action_53#Subjective_requirements subjective requirements] link to pages on TV Tropes that list examples of egregiously violating games. | |||
:NROM modded with CHR RAM is perfectly fine; Munchie Attack uses that configuration. In fact, if there's demand, I plan to allow for including BNROM games in the collection by allowing the builder to patch a bank lookup table. | |||
:The [[Detect TV system|TV system detection code]] is just 32 bytes and, like the gamepad reading code, could just as easily be duplicated in all banks. Most games won't see a value in the X register anyway, as they LDX #$FF TXS very early on. | |||
:As for the Family BASIC keyboard, I'm sort of loath to support any peripherals that I can't easily obtain to test with. I added controller, mouse, and Zapper support because that's what I happened to have lying around. --[[User:Tepples|Tepples]] 17:10, 26 September 2012 (MDT) |
Revision as of 23:10, 26 September 2012
Will you release the ROM file? Will you release the source codes of the files for the Action 53 engine? Do you have 72-pins and 60-pins cartridges? Should you give examples about quality of Action 52 since not everyone would know that? Why do you hate unwinnable situations by ratchet scrolling (there are some situations in which you can make a game having this as part of a puzzle)? Which input devices can be used? Is NROM with CHR RAM for pattern tables acceptable? If you have 53 games and someone has more which is eligible, can you also make the second volume? Are there requirements for initialization which must be performed? Can you make the main menu perform TV mode detection and store the result in the X register (like NSF does)? Another idea would be allow use of Famicom keyboard on main menu (but not required): Arrow keys to move cursor, space bar to display description, RETURN to start game, CLR HOME to reset, letters and digits select a game quickly (assign a code consisting of a letter and digit to each game) and displays the description (pushing RETURN from there starts the game). --Zzo38 14:30, 26 September 2012 (MDT)
- Let's break this down:
- The ROM file and the menu source code are available: Action 53 0.03 release announcement.
- As for 72- and 60-pin carts, that depends on whom I eventually choose as the manufacturer.
- As for ratchet scrolling, I want to avoid the frustration of having to press Reset and lose all progress. Super Mario Bros. handles it well: apart from hardcore glitch abuse, the player can't really get stuck in a situation where the only option is to wait for time to run out. I was thinking more of situations like R-Type, where the path forks, and the player can't tell which fork is correct without choosing the wrong one and losing a life at a dead end.
- As for what not to do (A52 style), I've described that in more detail in the page on my own wiki; plenty of the subjective requirements link to pages on TV Tropes that list examples of egregiously violating games.
- NROM modded with CHR RAM is perfectly fine; Munchie Attack uses that configuration. In fact, if there's demand, I plan to allow for including BNROM games in the collection by allowing the builder to patch a bank lookup table.
- The TV system detection code is just 32 bytes and, like the gamepad reading code, could just as easily be duplicated in all banks. Most games won't see a value in the X register anyway, as they LDX #$FF TXS very early on.
- As for the Family BASIC keyboard, I'm sort of loath to support any peripherals that I can't easily obtain to test with. I added controller, mouse, and Zapper support because that's what I happened to have lying around. --Tepples 17:10, 26 September 2012 (MDT)