Americans were first introduced to the Metal Gear series through the NES port of Metal Gear, originally for the MSX computer. The game was hastily made without Hideo Kojima's oversight and it most definitely shows; there are plenty of frustrating quirks and poor game design choices made in the development of this game. What could've been a great game had the time and resources thrown at it and so it ended in a --- let's just say --- "difficult-to-play" classic NES game. A few years later, Snake's Revenge came out (oddly enough with no mention in the title of Metal Gear even though it's a Metal Gear game ) and was a sequel to the NES port, not the MSX version, so the plot was set in a different timeline, etc., etc. The sequel played much better than the original did, but MAN is it difficult. Thankfully, we live in THE FUTURE, so we have the use of save states that cut down on the grind of redoing unfair 2D segments and needlessly far-away checkpoints. So I thought to myself, why can't there be a fun 8-bit Metal Gear game?
Thus, my ultimate goal in learning 6502 ASM is to make a tactical stealth game for the NES that is fun instead of frustrating.
The goal isn't a fan game but an original concept with inspiration from Kojima's stellar video game series, The Legend of Zelda, and the like. Naturally, this endeavor isn't an easy one. There must be a lot of planning and know-how in many different areas such as ludology, game design, technical design, visual and musical composition, economics, storytelling and cinematography, programming for NES 6502, and so on; definitely something that would normally require a team. Unfortunately, teammates aren't cheap in game making. I looked around on Google for "6502 programmers for hire" and I found a $10,000 NES game project (and I'm not talkin' about hex here! BA DUM TISH). Unless there are some hardcore original Metal Gear fans who deal in 6502 philanthropy, it seems like a project I'll be heading alone.
I'm currently at the point of 6502 virtuous skill and heightened intellect where I've made a single, small happy face loop from left to right after following The New 8-Bit Heroes's ASM6 tutorial. There, I managed to understand a little bit of how 6502 ASM works more so than from Nerdy Nights's NESASM3 tutorials. I think the need to have a more defined structure in ASM6 helps me understand what should go where rather than in NESASM3 where things can be placed whichever way the programmer would like to order it. If only New 8-Bit Heroes would make more tutorials on ASM6 nudge nudge wink wink...
In the proof-of-concept demo of this stealth game, you can control the player with WASD (D-pad) and switch between Running Mode and the slower but sneakier Crawling Mode with J (Select). Eventually, you will be able to punch with K (B), shoot with L (A), and bring up the Inventory & Weapons Menu with Enter (Start). There's plenty of bugs in the demo and it's not 6502 ASM (it's GML. Blasphemy, I know). However, I do have a basic level layout with guards and security cameras as well as an intentionally vague minimap system in place. I'm using some graphics from Snake's Revenge as placeholders.
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The yellow rings are for testing purposes only. For a proper NES version of the game, most likely all GUI elements will not be implemented the way they are here; more likely they will be in its own section of the screen like in Super Mario 3. A minimap will either be its own menu or gotten rid of entirely since the NES can only handle a max of 4 nametables at a time with the assistance of mappers and this minimap is representing a 9x9 grid of 256x224-pixel screens.
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I've also been working on the music for the game using VRC6 expansion with inspiration from bands and artists like Rush, Genesis, and Tim Follin, though the music will likely have to be downgraded to more simple 2A03 if the NES version ever comes to development. Preferably, I'd like to keep the music the way it is or better for a greater experience, though I'm likely saying this underestimating how much that will be a pain to program. But Konami managed to do it in 1987 and it's 2016 now (aka THE FUTURE), so it MUST be possible somehow.
Alternatively, I was thinking of some ideas of having a separate, new "8-bit" synth chip on the game pak to run its own music separate from the native audio hardware so that music could be called upon in PRG without the complications of having to code music and sound effects in tandem with game logic or using a sound engine with its own set of limitations (no disrespect to the folk who made them!). I recently bought an ENIO EXP board for my NES in order to play expansion audio and I found myself dumbfounded from hearing FM synthesis on a console I've always heard bleeps and bloops from all my life. As to how I would implement this for hardware let alone emulation would definitely be a pickle. HOWEVER, I have seen Game Pak mods where someone took the Japanese release of Castlevania 3, stuck an RCA audio cable in the cartridge, and played VRC6 audio from the Game Pak instead of through the NES. I could take that idea and use it for the custom expansion synth with the benefits of not needing to mod a vanilla NES or buy an ENIO board (which keeps things less complicated for the common homebrew demographic), however it will likely look pretty goofy, cost more to produce, and be a mess with wires and audio adapters. All of this is pure guessing and it might not be possible, but hey it may be possible.
Currently, I'm at the point where I'm learning the basics of NES 6502 programming and Game Maker Language (for the demo), brainstorming level design, gameplay rules, and music (and some story). If anyone is interested in jumping in on the project, let me know. As I said, there's no money in the project, however if there is in the future, I can contact you with that news in mind. I can post the demo in the comments if you'd like to take a crack at it.
Another idea I've been thinking about for after the game is successfully released is a new and improved sequel for the SEGA Genesis. That way, you can sneak around in all its STEREOPHONIC HIGH-DEFINITION 16-BIT GRAPHICS BLAST PROCESSING 1990s SEGA DOES NINTENDON'T GLORY.
...But that's a topic for a different forum.
Thus, my ultimate goal in learning 6502 ASM is to make a tactical stealth game for the NES that is fun instead of frustrating.
The goal isn't a fan game but an original concept with inspiration from Kojima's stellar video game series, The Legend of Zelda, and the like. Naturally, this endeavor isn't an easy one. There must be a lot of planning and know-how in many different areas such as ludology, game design, technical design, visual and musical composition, economics, storytelling and cinematography, programming for NES 6502, and so on; definitely something that would normally require a team. Unfortunately, teammates aren't cheap in game making. I looked around on Google for "6502 programmers for hire" and I found a $10,000 NES game project (and I'm not talkin' about hex here! BA DUM TISH). Unless there are some hardcore original Metal Gear fans who deal in 6502 philanthropy, it seems like a project I'll be heading alone.
I'm currently at the point of 6502 virtuous skill and heightened intellect where I've made a single, small happy face loop from left to right after following The New 8-Bit Heroes's ASM6 tutorial. There, I managed to understand a little bit of how 6502 ASM works more so than from Nerdy Nights's NESASM3 tutorials. I think the need to have a more defined structure in ASM6 helps me understand what should go where rather than in NESASM3 where things can be placed whichever way the programmer would like to order it. If only New 8-Bit Heroes would make more tutorials on ASM6 nudge nudge wink wink...
Attachment:
File comment: The PRG with a very simple CHR file. If you want to compile this file to remake the ROM, just make a single sprite, save the CHR, and compile it in ASM6.
TutorialGame.asm [7.46 KiB]
Downloaded 132 times
TutorialGame.asm [7.46 KiB]
Downloaded 132 times
Attachment:
File comment: The compiled ROM of that ASM file. Bask in its wake as you sit perilously in your chair as you witness a pink smiley face move from left to right over and over.
YO DARREN CHECK IT.nes [20.02 KiB]
Downloaded 183 times
YO DARREN CHECK IT.nes [20.02 KiB]
Downloaded 183 times
In the proof-of-concept demo of this stealth game, you can control the player with WASD (D-pad) and switch between Running Mode and the slower but sneakier Crawling Mode with J (Select). Eventually, you will be able to punch with K (B), shoot with L (A), and bring up the Inventory & Weapons Menu with Enter (Start). There's plenty of bugs in the demo and it's not 6502 ASM (it's GML. Blasphemy, I know). However, I do have a basic level layout with guards and security cameras as well as an intentionally vague minimap system in place. I'm using some graphics from Snake's Revenge as placeholders.
-------------------------------
The yellow rings are for testing purposes only. For a proper NES version of the game, most likely all GUI elements will not be implemented the way they are here; more likely they will be in its own section of the screen like in Super Mario 3. A minimap will either be its own menu or gotten rid of entirely since the NES can only handle a max of 4 nametables at a time with the assistance of mappers and this minimap is representing a 9x9 grid of 256x224-pixel screens.
-------------------------------
I've also been working on the music for the game using VRC6 expansion with inspiration from bands and artists like Rush, Genesis, and Tim Follin, though the music will likely have to be downgraded to more simple 2A03 if the NES version ever comes to development. Preferably, I'd like to keep the music the way it is or better for a greater experience, though I'm likely saying this underestimating how much that will be a pain to program. But Konami managed to do it in 1987 and it's 2016 now (aka THE FUTURE), so it MUST be possible somehow.
Attachment:
Alternatively, I was thinking of some ideas of having a separate, new "8-bit" synth chip on the game pak to run its own music separate from the native audio hardware so that music could be called upon in PRG without the complications of having to code music and sound effects in tandem with game logic or using a sound engine with its own set of limitations (no disrespect to the folk who made them!). I recently bought an ENIO EXP board for my NES in order to play expansion audio and I found myself dumbfounded from hearing FM synthesis on a console I've always heard bleeps and bloops from all my life. As to how I would implement this for hardware let alone emulation would definitely be a pickle. HOWEVER, I have seen Game Pak mods where someone took the Japanese release of Castlevania 3, stuck an RCA audio cable in the cartridge, and played VRC6 audio from the Game Pak instead of through the NES. I could take that idea and use it for the custom expansion synth with the benefits of not needing to mod a vanilla NES or buy an ENIO board (which keeps things less complicated for the common homebrew demographic), however it will likely look pretty goofy, cost more to produce, and be a mess with wires and audio adapters. All of this is pure guessing and it might not be possible, but hey it may be possible.
Currently, I'm at the point where I'm learning the basics of NES 6502 programming and Game Maker Language (for the demo), brainstorming level design, gameplay rules, and music (and some story). If anyone is interested in jumping in on the project, let me know. As I said, there's no money in the project, however if there is in the future, I can contact you with that news in mind. I can post the demo in the comments if you'd like to take a crack at it.
Another idea I've been thinking about for after the game is successfully released is a new and improved sequel for the SEGA Genesis. That way, you can sneak around in all its STEREOPHONIC HIGH-DEFINITION 16-BIT GRAPHICS BLAST PROCESSING 1990s SEGA DOES NINTENDON'T GLORY.
...But that's a topic for a different forum.