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NES Programming

Name: Anonymous 2018-06-24 18:10

How would you program a complex game, like RTS or Roguelike, in the context of NES constraints?

Name: Anonymous 2018-06-24 18:13

grow up

Name: Anonymous 2018-06-24 18:29

>>2
Sorry, I'm gay, so I can invest my time into fun activities, instead of being a wageslave, supporting fat wife and annoying kids.

Enjoy your family values, straight white man!

Name: Anonymous 2018-06-24 18:36

Dune2: https://www.youtube.com/watch?v=0dghI3zUguQ
NES Roguelikes are pretty much the buld of RPGs on NES

Name: Anonymous 2018-06-24 18:38

Start at the beginning and proceed until the end.

Name: Anonymous 2018-06-24 18:47

>>4
fake

Name: Anonymous 2018-06-24 18:48

>>5

sounds like imperative boomergramming to me

Name: Anonymous 2018-06-24 18:49

imperative/procedural, that is

it's all about OOP and functional paradigms now, mang

Name: Anonymous 2018-06-25 7:26

I think the first console roguelikes were on SNES (the early Mystery Dungeon/Shiren games), and when it comes to indie stuff the 'worst' hardware I could think of is GBA (POWDER). NES is definitely weaker than SNES and GBA, as well as mainframes and minicomputers on which early roguelikes were played, but I do think it is doable. the aforementioned SNES and GBA roguelikes have solved the interface problem (as traditionally, those kinds of games required a full keyboard) but I think the biggest issue you'll face will be getting a decent RNG to run on an 8-bit processor without taking a lot of time. maybe look up Atari and C64 maze generators?

Name: Anonymous 2018-06-25 20:17

>>9
NES has small RAM amount, compared to C64.

Name: Anonymous 2018-06-26 6:45

>>10
this is true, that's why it's generally going to be a challenge to write an RNG that makes interesting levels. but those algorithms might be a good starting point given that their're are 8-bit but still don't make samey boring rooms

Name: Anonymous 2018-06-26 7:16

LISP

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