Jump to content

Parisoft

Member
  • Posts

    8
  • Joined

  • Last visited

  • Feedback

    0%

Posts posted by Parisoft

  1. 8 minutes ago, darkchylde28 said:

    Thank you, but it wasn't my intention to ask for or pressure anyone about having this put out for free.  I, and I imagine others, are perfectly happy to pay for a ROM copy, but just don't have the money to invest in all of the homebrews coming out these days to spent $40+ every time one is released.  I absolutely understand and respect the timing of a digital release.

    I agree with you. I'm in favor of selling the ROM alongside the physical version, I just didn't do it because I have plans to give it for free, so it wouldn't make much sense.

    • Like 3
    • Love 1
  2. Thank you guys! Hope you enjoy.

    13 minutes ago, darkchylde28 said:

    Not really interested in spending $45 for a cart, TBH.  $10-15, maybe even $20 on a ROM, sure, especially if there's a demo ROM available, but as many homebrews as get released these days, I just don't have the money to plunk down $40-50+ per game because it's been released only on cart.  Would love to support these folks and enjoy their work, but outside of Kickstarter, it seems like most folks just aren't releasing ROMs for purchase.

    I'll put the ROM on my itch.io page for free, but it will take a while out in respect for those who bought a physical copy.

    • Like 3
  3. Some time ago I was playing Angband and start to think to myself "how can such a simple game (aesthetically) be so fun? ... Hey, would be very cool to port it to the NES!!" so, after deeping through the Angband's source code I reallized that it would be so "heavy" to be ported ... But ... how about his predecessor (also known to be the Diablo's dad)!? Hours later and it seemed feasible at first glance, so I started a POC...
    My first concern was about memory and processing time to procedurally generate the dungeon. CPU time is ok, it tooks about 2 seconds to generate an entire level...look very resonable to me. But man, it needs memory ... a lot of it, which gimme only 2 options:

    1) Go with MMC1 (SXROM) equiped with 32KiB of WRAM
    2) Go with FME-7 equiped with at least 64Kib of WRAM

    The former results in some restrictions: dungeon with fewer rooms, no monsters memory, no player history (character background), no player scores (table with info about dead characters), and only 1 slot for save games.
    The last has no restrictions, all features of the game can be implemented with a lot of space for save games.
    Both of them needs an ASIC mapper and battery backed SRAM, which rises the price of an eventual physical release.
    My next concern is about CPU time to handle all monsters AI during a turn...this one is about to be done soon...

    If I go forward with this project, the game will be available in the digital form as open source and I have plans (must find a publisher) to launch a physical release as well, with some extras like options to switch to non-ascii graphics (someone interested to draw a lot of 8x16 monsters?), background music and sound effects.

    Please, say what you think about this. It's a bad ideia? Like it? Hate it? Should I stay ot should I go? 😉

     

    I'm attaching the 1st POC, which generates a full dungeon.

    D-pad: moves the camera
    B:     generates another dungeon

    For those unfamiliar with these symbols:

    .		A floor space                    
    #		A wall
    ^		A trap                   
    '		An open door                     
    +		A closed door
    <		A staircase up
    >		A staircase down                                       
    %		A mineral vein
    *		A mineral vein with treasure
    :		A pile of rubble
    a-Z		Monsters
    Others		Items

    noria-preview.thumb.png.0ca8e2eabbf09aa5480082090c51b572.png

    noria-poc1.nes

×
×
  • Create New...