Hello. I'm an 8-bit microcontroller programmer. I've been programming Atmel AVR microcontrollers. I've been working in ASM and C. I have 5 years of programming experience and also make C++ programs in Windows.
When I was a teen, I played SMB on an emulator and wished to make an NES game.
Soon, I made my own hacks. They were level edits, music edits, text edits and graphics edits, but none of them were ASM edits.
Few years later, I've been working in asm to make some demos and such.
Now I decided to make my own NES game and I've been brainstorming about how things might work.
What I have on my mind are NES games that push the NES resources up to the maximum.
What I need to know is which mapper and compiler suit my needs for these projects.
Please help me find a mapper and a compiler. I need these features:
I can implement the game loop and the game object iteration myself, but I want to know which mapper to use before I start.
Projects on my mind are (sorted from less makeable to more makeable):
Thank you for your time to look at this.
When I was a teen, I played SMB on an emulator and wished to make an NES game.
Soon, I made my own hacks. They were level edits, music edits, text edits and graphics edits, but none of them were ASM edits.
Few years later, I've been working in asm to make some demos and such.
Now I decided to make my own NES game and I've been brainstorming about how things might work.
What I have on my mind are NES games that push the NES resources up to the maximum.
What I need to know is which mapper and compiler suit my needs for these projects.
Please help me find a mapper and a compiler. I need these features:
- Dynamically mapping of tiles into the PPU (like in Battletoads how Rash's current metasprite tiles are on the same address all the time! Just changing the tiles)
Need to somehow get at least (but I prefer more) 16KB of RAM and 16KB of save for a Minecraft-like project (I need to store the blocks somewhere)
Mapper with a multiplier while the C compiler must use the mapper's registers for multiplying and not the manual ASM multiplying
Extra channels for sound (like shown in FamiTracker)
Having the 0xE000-0xFFFF PRG-ROM bank static while other(s) is/are remapped by writing to a certain register
Synchronized scroll changing for each scanline during rendering (Does mapper do this or can I do this myself?)
Remapping background tiles during rendering between scanlines (Same question)
Must be compatible with FamiTracker's bankswitching for executing FamiTracker code and reading FamiTracker music data
4 PPU screens
I can implement the game loop and the game object iteration myself, but I want to know which mapper to use before I start.
Projects on my mind are (sorted from less makeable to more makeable):
- Team Fortress 2 for NES for 2 players
Minecraft for NES with 2 players
A Mario kind of a game, but you change weapons and suits during the action scene and fight like in Battletoads
Thank you for your time to look at this.