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Would it be possilbe for you computer guys?

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I'm curious as to why someone hasn't created a TSB flash game yet. Obviously it wouldn't be the same as the original, but it could be serviceable and incredibly fun. Afterall, there are a few great Super Mario knockoffs, so why not a TSB knockoff?

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In the case of an NES game, the assembly code is the source code. The

system is not powerful enough to justify high-level languages, Although

I'm not an expert, it's my impression that people didn't start commonly

using high level languages on consoles until Nintendo64/PS1/Saturn times.

Actually what is needed is for one of the programming geeks here to get

off his ass (and I am included in the list), look at a bunch of NES docs,

and then regenerate the comments, labels, and other information about

the source code. (That WOULD be nice to have but has a very high

probability of being written in Japanese.) Once you know what the

functions roughly do, then you can write down the exact gameplay

algorithms, which then tell you how to reproduce every fumble glitch

and moonwalk.

The trick, though, is that it would be rather wasteful to do all this work,

just to extend the gameplay in some trivial way. If all you want is to

fix a few bugs, then the way folks around here have done it is right -

just debug the specific section you hate and fix it. But if you actually want

to extend and enhance the game, then you are rewriting the engine,

which means actual source code is not important - rather, it's how people

feel the game should work. And you don't need to reverse engineer the

ROM to figure out how the game does, and should, play.

Programs are typically written in some 'programming language'. The Source Code for a program goes through a compiler to get turned into a set of instructions that can be run on a computer.

Simple C program's source code:

#include stdio.h

int main()
printf("Hello World!");

If the source code (and the proper compiler) were available, it would be pretty easy to modify the program.

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The game can be ripped down to a skeleton of the source code but not much more. The major problem is when compiled the game loses all labels, comments, and the like leaving only 6502 instructions. So you can get the code but you have no idea what the routines are actually meant to do forcing you find out by hand.

I have a loose version of the code without labels, comments, and the data sections done. It can compile currently but isn't even close to something usable at the moment. I just really don't have the time to constantly work on improving it.

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