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Last updated on Oct-18-2019 Download

Blade Buster (NES Homebrew)

Blade Buster (NES Homebrew)
by on (#68189)
I hope it hasn't been posted before.
I've come across this NES homebrew.

http://hlc6502.web.fc2.com/Bbuster.htm

The game is pretty much like the Time Mode in Recca, and I gotta say, it's by far the best homebrew I've played so far. Too bad the whole page is in Japanese, because I'd like to know what they wrote.

by on (#68191)
I had never seen this... Very well done!

by on (#68194)
Just downlaoded from the site through NA, Very nice. :)

by on (#68242)
That's... surprisingly awesome! :)
I won't say it's "the best", with quality stuff already around (eg. IMO the in-progress Chu Chu Rocket port, or Battle Kid), but it would definitely be in my top list.

by on (#68262)
Wow! That's the coolest 404 Error I've ever seen!!!! :shock:

by on (#68263)
psycopathicteen wrote:
Wow! That's the coolest 404 Error I've ever seen!!!! :shock:

There must be something wrong on your end, because the page is working perfectly for me.

by on (#68265)
Works on the computer at school.

I can't believe this isn't causing flicker. How are they doing it? Using explosion sprites that look like several overlapping explosion sprites but really are one?

by on (#68266)
Idk...


Let me ask the same question as on Nintendoage....What donor would be needed to make this game work? Or could it be done on the Retro USB with some logic chips? Because it says 256K program and 128 character and mapper 66 on my separator. I thought all decently sized games like that used mappers... :/

by on (#68270)
65024U wrote:
What donor would be needed to make this game work?

Nestopia says TKROM (MMC3 with 8KB WRAM and battery). So you're looking for carts like Crystalis, Kirby's Adventure, Shadowgate, Déjà Vu...

Quote:
Or could it be done on the Retro USB with some logic chips?

No, there is no MMC3 clone yet.

Quote:
I thought all decently sized games like that used mappers... :/

And what made you think it didn't use a mapper?

by on (#68313)
My NES rom divider said it was mapper number 66 which I read online was just a couple logic chips....

http://wiki.nesdev.com/w/index.php/GxROM


Maybe something needs fixed? :P



And don't even recommend destroying a Crystalis for it! There not that many out there...use Kirby! He's EVERYWHERE.

by on (#68315)
That is most certainly NOT mapper 66, it doesn't even look like that in a hex editor. I don't know what kind of broken tool you were using. Maybe you stuck in the wrong file?

The two US games that were mapper 66 were Super Mario Bros + Duck Hunt and Dragon Power. (edit: also Gumshoe and Thunder & Lightning)

by on (#68319)
Hmmm well I was using my NES ROM separator that I posted a while back.....Let me take a screenie. You can find that topic somewhere on here with the source to the program even.


Is my program broken?.....It told me the mapper right on every other game. Maybe this uses a different NES format? Maybe I did that wrong....hmmm :/


http://oi55.tinypic.com/2vvry3d.jpg


Edit:
Seems I didn't do some needed bit-manipulation in the 6th byte, where the bits 3-0 are used for stuff besides the mapper, and is the first 4-bit value of the 24-bit value for the mapper when it is added to byte 8? I guess I will fix this later....-end epic fail-


Lol I thought mapper 66 was awful dumb choice for such a large game..since it's not possible with GxROM :)

by on (#68327)
Broken ROM management tools can cause mapper 2 games to appear as mapper 66. If you see "DiskDude!" in the hex editor, you have this problem.

by on (#68335)
Yes. Nope, no DISK DUDE in the editor on that ROM or my Crystalis ROM that shows up as 66, too. So It needs add and I'll do that later.


Anyone fire it up on a cart to see if it works on a NES? This game seems freaking epic..... :shock: :D

by on (#68361)
65024U wrote:
Yes. Nope, no DISK DUDE in the editor on that ROM or my Crystalis ROM that shows up as 66, too. So It needs add and I'll do that later.


Anyone fire it up on a cart to see if it works on a NES? This game seems freaking epic..... :shock: :D


I wouldn't be suprised if it flickers on real hardware, knowing that the NES could only display 4 16x16 sprites on a line.

by on (#68366)
psycopathicteen wrote:
I wouldn't be suprised if it flickers on real hardware, knowing that the NES could only display 4 16x16 sprites on a line.

The video in that page appears to have been recorded in an emulator with the sprite limit disabled, but I don't use that in any of my emulators, and the flickering is perfectly acceptable, specially on the explosions.

I haven't tried it on my PowerPak yet, but I'm curious to know if this game is well coded enough to run flawlessly on hardware.

by on (#68367)
I have tried it on my PAL NES and it ran just fine. Flickering isn't too bad, but I think SHMUPs kinda get it easier in that area because the objects are constantly flying in all directions, whereas in a sidescroller they're often lined up horizontally. Not to mention the chaotic nature of these type of games in general probably lessens the effect even further. :)

In any case, that demo is very well done. I wonder if that's all there is to it, does anybody know what's the current status of the project?

by on (#68370)
thefox wrote:
Flickering isn't too bad, but I think SHMUPs kinda get it easier in that area because the objects are constantly flying in all directions, whereas in a sidescroller they're often lined up horizontally.

There are plenty of shmups that have a dozen bullets lined up horizontally. I don't think the NES could handle DoDonPachi, Espgaluda, the Touhou Project games, or anything of that ilk, though I'd love to be proven wrong. At least GBA can do mid-screen OAM rewrites to make danmaku work (see Vulkanon).

by on (#68373)
I notice there are a lot of spiraling explosion where animated explosion sprites get activated one after another while rotate their spawning direction.

However they might be using a trick where the spiraling explosions are actually prerendered overlayed sprites. There might be 24x24 pixels of sprites that look like 5 individual overlapping 16x16 explosion sprites.

That could make it appear like the NES is doing more sprites than it really is.

by on (#68375)
So am I the only person who can't access that page? I've been trying for a few days from home and work, and it always times out.

by on (#68376)
Memblers wrote:
So am I the only person who can't access that page?

Apparently not:

psycopathicteen wrote:
Wow! That's the coolest 404 Error I've ever seen!!!! :shock:

Here's a page I just found that links to a mirror of the ROM.