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core_dump

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  1. Found a C# emu that looks pretty cleanly written http://sourceforge.net/projects/mynes/ The tecmo emulation isn't that great, but I can probably fix that by porting the ppu and apu code from nestopia. So, looks like this is what I'm going to work with for now.
  2. I've just found some time to work on this. I looked at fceux, but it actually looks like nestopia would be easier to port to c#. Right now, I'm going to look around and see what other c# nes emulators are available. I would much rather just add netplay if missing rather than port a full emu. I will test the ones I find and see which one plays tecmo the best and go from there.
  3. I've spent some time looking at all the developments that have happened in the past 6 years or so. It's absolutely amazing. There are some really dedicated people working on trying to keep Tecmo alive. With that said, I don't have much time available, but I'm going to try to give this a shot...the only promise I can make is that I will post the source code somewhere for all to see and play with if they like. Using your suggestion Rod, I downloaded the source for Nestopia 1.40. It took a bit of fiddling, but I was able to get it to compile and run Tecmo. What I'm more apt to do is port it to C# from the nasty Microsoft version of C++ it currently uses. I think it would be easier, and more beneficial, for folks to learn C# rather than Microsoft's C++ if they wanted to contribute. I have no time table as to how long it will take, but when the port is ready I'll upload to sourceforge or a simiar source hosting site. One of the major things missing in Nestopia is a debugger and memory viewer. This is something that will have to be implemented. Also, I don't plan on porting all of Nestopia, just mapper 4 code and things necessary to play Tecmo. The netplay feature I saw people asking for is pretty simple to add to any emu using kaillera. So, here is the official start. No, timeframe. But, first release will be nothing more than an emulator with Tecmo embedded (same as Tecmo Superbowl Ultra) with netplay support added and all written in C#. From there, a team of contributers can be organized to add features, etc. All of the valuable info learned over the past few years can be added via an IPS patching system. So, features can be turned on/off at anytime. Some of the great stuff I saw is the discovery of where certain screens are loaded. This is great, because now the code can simply intercept those calls and produce it's own screen for team selection, etc...That alone will give Tecmo the ability to expand the number of selectable teams as far as the imagination can take it.
  4. Sorry guys, I checked and have been unable to find the source. I'll think about reviving this idea, but really don't have much time to spare. If I were going to do this again, I'd keep the source somewhere like sourceforge. The toughest thing about recreating tsbu is finding the ram locations to control gameplay. All of that info was located with and in the source code.
  5. konForce, interesting stuff. I have a lot of catching up to do concerning what has transpired over the past few weeks on the board. would you be interested in collaborating on tsbultra ? or on some other merged project ? you definitely have done a lot of research and it would be nice if everything were pulled into a single project. let me know if you're interested.
  6. Once the league editor is in place, you wont need to edit roms at all. The import function is just there for people that already have edited roms or prefer using other editors. Right now, on the Edit Teams screen, once you select a league (which for now can only be created when you import a rom...this will change), you should see a button for "New Team". That button will give you a one stop screen to create a completely new team and have that team added to the current league you are editing.
  7. Sim data starts at 0x18163 (Buffalo), each team uses 48 bytes. The last byte is the overall team rank (hi nibble = offense, lo nibble = defense).
  8. There are 16 data blocks of 16384 bytes each in tsb. So the data/ppu breakpoint is at 16 * 16384 = 262144 (0x40000).
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