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MD game using no RAM Pong sucks

#1 User is offline TmEE 

Posted 11 January 2009 - 05:02 PM

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http://www.fileden.com/files/2008/4/21/187.../PONG%21RAM.BIN

Its was just a small challenge/exercise... try to enjoy, look into the ROM :)

#2 User is offline Krigo 

Posted 11 January 2009 - 05:07 PM

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Woah, that's amazing. The only complaint I could say is there isn't much speed to increase in(unless it requires a lot of button bashing) and that the opponent is lagging while you're smooth.
This post has been edited by Krigo: 11 January 2009 - 05:08 PM

#3 User is offline Sik 

Posted 11 January 2009 - 05:13 PM

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View PostKrigo, on Jan 11 2009, 08:07 PM, said:

Woah, that's amazing. The only complaint I could say is there isn't much speed to increase in(unless it requires a lot of button bashing) and that the opponent is lagging while you're smooth.

Actually it seems to be that it moves too much, then it stops to compensate =P

By the way, I was the one who proposed this challenge to him :)

#4 User is offline Andlabs 

Posted 24 January 2009 - 07:09 PM

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</porn-rom-discussion>. And I'm serious.

Really cool, Tiido! I'll have to play this often.

Idea for next RAM-less game, if anyone wants to do it: self-modifying code, along the lines of (pseudocode)

Function numberOfChaosEmeralds
ChaosEmeraldNumber:
	Return 0
End Function
Function gotEmerald
	Poke(ChaosEmeraldNumber + NumberOfBytesInReturnOpcode, Peek(ChaosEmeraldNumber + NumberOfBytesInReturnOpcode) + 1)
End Function

This post has been edited by Andlabs: 24 January 2009 - 07:10 PM

#5 User is offline Sik 

Posted 24 January 2009 - 07:22 PM

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Self-modifying code requires RAM usage =P

#6 User is offline Andlabs 

Posted 24 January 2009 - 07:50 PM

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View PostSik, on Jan 24 2009, 07:22 PM, said:

Self-modifying code requires RAM usage =P

How? You're modifying the code segment, not the data segment. Code is in the ROM, data in the RAM. And yes, I know the Genesis isn't a segmented system, but still.
This post has been edited by Andlabs: 24 January 2009 - 07:51 PM

#7 User is offline Sik 

Posted 24 January 2009 - 07:56 PM

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ROM can't be modified :)

#8 User is offline Tweaker 

Posted 27 January 2009 - 08:58 PM

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I've split off the porn ROM discussion. If you can't talk about a RAM-less Mega Drive game for more than 6 posts, it must not be that impressive. :psyduck:

Get back on topic, please.

#9 User is offline muteKi 

Posted 27 January 2009 - 09:00 PM

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View PostTweaker, on Jan 27 2009, 08:58 PM, said:

I've split off the porn ROM discussion. If you can't talk about a RAM-less Mega Drive game for more than 6 posts, it must not be that impressive. :psyduck:


We're just desperate nerdy guys who are easily distracted is all.

This is pretty cool though. I guess you're not counting like VRam or anything in RAM? How does it check for player input?
Am I just splitting hairs?

#10 User is offline nineko 

Posted 27 January 2009 - 09:06 PM

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View PostmuteKi, on Jan 28 2009, 03:00 AM, said:

How does it check for player input?
I guess he's directly throwing $A10003's contents to the registers. Sonic 1 does that too, except that it later moves the joystick's state to $FFFFF604 and above. But you don't need to.
This is just my guess anyway, maybe I'm wrong.

#11 User is offline Sik 

Posted 27 January 2009 - 09:12 PM

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The game has all variables into the 68k registers, yes. That's 64 bytes of useable memory for the processor (since RAM can't be used, the stack can't either, so a7 is pretty much another address register for the matter - this means no subroutines nor interrupts too).

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