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About nesrocks

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    Combat Commando
  • Birthday 10/08/1980

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    Rio, Brazil

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  1. Pick Axe Pete is more complex than it looks! Glad that the editor helped You probably already know all of these, but it can be good to make sure. There are some unspoken rules to the game: - There can never be more than 5 boulders on screen. The player can pay attention to this and know that it is then safe to get close to or jump over doors because none will spawn there. - The screen can't have both a key and a pickaxe. - Ladders will keep reappearing at the floor you're on if you have a key or a pickaxe. Otherwise they appear in a loop from the bottom floor, going up one at a time. - Each door color leads to the next level having that color. I've read somewhere that each color has something to it, the obvious one being the black that turns floors invisible. I'm not sure about the other ones! I'd like to know if it's true that the other ones have differences. - If you jump and die you'll continue moving. If you have a key and fall on a door while dying it'll save you and safely take you to the next level. - Each beaten level removes 1 floor ramdomly. For some reason it takes a long time to remove floors from the top left section.
  2. How would you program for the NES using BASIC? I'm not familiar with that option on the NES. I know you can do ASM, C and Nesmaker. Not too fond of the latter. If you know C use that, otherwise I recommend assembly. bbbradsmith has made an excellent working example, here: https://github.com/bbbradsmith/NES-ca65-example I have expanded upon it with some routines I wrote and using graphics from my game. It's certainly not the best example for how to code, but I've made it portable so you can just download it and compile. Then you can edit code/graphics and recompile and hopefully learn faster about how to code/make graphics for the NES: https://nesrocks.com/blog/nes-homebrew-source-code/ I have also used code I collected from nesdev, and some things I learned looking at nesdoug's blog for coding an NES game in C which were still very useful. https://nesdoug.com/ All in all you're gonna have to read a lot from nesdev.com as mentioned. It's a lot of fun though, highly recommended
  3. I don't think I've posted this here yet! I've written a Pick Axe Pete editor using nothing but GameMaker Studio 2. I call it Bread In The Sky (BITS). Indidentally, "bread in the sky" translates to "pão no céu", a little joke about the localization this game got in Brazil. Anyway, wrote an article about the whole thing on my blog: https://nesrocks.com/blog/bread-in-the-sky/ Download link is at the end of the article. Enjoy! It's for Windows.
  4. After some studying, I now understand the Jaguar has a single range of 2 megs of RAM (0x0 through 0x1FFFFF I guess). Still, would like to know if there's a better tool for cheat searching. One big problem that gets in the way of reverse engineering is that I can't set values for RAM addresses using VJ. On Phoenix I can, but Phoenix runs real slow when in debug mode. Maybe the only way would be to add cheat searching to VJ, but I've no idea how much work that'd be. Sorry couldn't find a way to edit the post, I guess there isn't one.
  5. From my research there's no Atari Jaguar emulator with built-in cheat search, is that correct? I'm looking to do some reverse engineering of some aspects of some Jaguar games. But I'm unfamiliar with the Jaguar memory layout. Is it a fixed address range? I know the Jaguar has basically 5 chips, but do all of them (or the ones that matter) access the same memory? So what I'm doing is looking at Virtual Jaguar's memory viewer, along with Cheat Engine for cheat search. I've found that VJ's memory address 0x2090080 seems to correspond with the memory viewer address 0x0 inside VJ. So that seems to be where the emulated memory begins in VJ's memory. It's very awkard to do all this, so I was wondering if there was an alternative. I guess I'm out of luck eh?
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