@SuperSisi
So I dug into the Famicom version of Contra, and there is indeed asm that is taking place, when you clear the game up to/over 4 times. ROM address $AAC6 has the following code
A431 F00C 98 C904 9002 A003
*A431 (Load ram register $31 as Y: this contains how many times you've cleared the game, this gets set at the Helicopter scene)
*F00C (If Y is 00, we branch/skip 0C bytes)
*98 (transfer Y to A)
*C904 (we compare A to see if the value is 04, meaning, it's doing a specific check to see if you've cleared the game 4 times)
*9002 (if A is less than 04, we skip over 2 bytes with a BCC "Branch if Carry Clear")
*A003 (load the Y register with 03)
So when that A003 is activated, and you play The Jungle, then you will exactly what you saw in your playthrough.
So to see this in action right away without having to clear the game 4 times, use an NES debug emulator on PC such as FCEUX or Mesen, open a hex editor window, goto the RAM address $31, and type in any value from 04-FF, and you will see the insanity, heh.
@PokoPokman@TonySADX That’s what I’m noticing too, the design differences seem to be in context of the battle situation in the game, probably for practical reasons. They just look off when compared in a vacuum.
@TonySADX It's interesting to note that the Koopalings that look visually similar are fought the same way. Lemmy and Wendy in the pipes, Larry and Iggy on the See-Saw
We now has a trailer! I've had a pit in my stomach this past week just thinking of everything that needs to happen, but I'm also so excited to finally have this out to everyone.
BioCreeps is an action arcade game for the NES coming very soon. #nes#nesdev#indiedev#biocreeps
Animation of background neural structures implemented in this area of #NES Pyronaut. Aiming for the entire tileset of this stage to be fully animated by tomorrow.
Please excuse my pitiful playthrough of the Wily 4 boss. I wanted to showcase the improved boss fight, where there is no software oam rotation, flicker, or slowdown. Port is coming along nicely, and the 16-bit overhaul of gfx/cgram will be coming really soon.
Why this masterpiece was never ported to other systems boggles my mind to this day.
Apidya is a 1992 shoot 'em up developed by Kaiko for the Amiga - and that's it, no port for any other system.
You play as Ikuro, a warrior who magically transforms into a powerful bee after his wife Yuri is poisoned by the evil black magic lord Hexaä. Whoever came up with the idea to make the hero a bee... well, it certainly was unique!
You fly insect-themed stages, from gardens and ponds to surreal sewers, you blast swarms (pardon the pun) of enemies, collect power-ups, and face bosses while seeking an antidote.
The graphics were an absolute delight, with massive sprites and vibrant colors, and the music/sound effects (Chris Huelsbeck showing his skill) were simply brilliant. I still think Apidya stands out as one of the Amiga's most original and best shooters. Which brings me again to the question - how was this never ported elsewhere?
I've been seeing more and more retro gaming youtube channels that use fake AI screenshots of games that don't exist for their thumbs, AI voice overs and scripts that feel like they were written by AI.
At that stage, what's even the point of following a creator?
This is footage of #NES Pyronaut on a CRT TV at 60 FPS, of the same gameplay sequence of the previous post. The 2-frame shimmer of the vertical light beams is quite visible. (Like the NES Contra bullets)
Really tough to find away to upload 60 FPS images, it has file size that's like 25 times the size of the entire game.
#gamedev#indiedev#nesdev#CRT
@_sl3DZ_ Thank you for noting that this is getting re-imagined. The games code, graphics, and levels, pretty much everything , have suffered numerous iterations in the name of perfection.
"But here it looks like you are plugging in a BG layer independent from the other BG graphics."
Correct. So I used a Mega Man II level editor, and modified Heat Man's entire level by removing all of the background tiles.
Then I imported Heat Man's level data into my MMII SNES port. I have the foreground set to BG layer1, and for BG layer 2 I simply pasted in the bg tiles to it.
You can control the xy positions independently, for each background layer. So I wanted to showcase the ability of multi bg layers in MMII,along with different scroll speed for BG layer 2.
Here is my parallax scrolling engine that i've implemented, into my Mega Man II port on the Super Nintendo.
For vertical scroll, I simply have bg1 $210E sent to bg2 $2110 so they match. Right now bg2 is simply a manual paste of tiles into the SNES vram, tilemap is 64x32.
Just imagine what this will look like with updated gfx and cgram down the road.
Enjoy my playthrough. 🙂
Kickstarter update for Former Dawn, a new #RPG for the NES!
kickstarter.com/projects/somet…
* New artwork and animations (including 276 new screens!)
* Detailed progress on programming effort
* Three new tracks from the OST! (Click on this video to hear 1 of them!)
#pixelart#nes
@timeextension64 Sounds like the lesson here is that people actually care about porting exclusive titles on to different platforms, a lot more than the attention grubbing visceral critic realizes.
"I Could Not Give Less Of A S**t If Anyone Else Plays Them" - Developers Behind 'Pointless' Homebrew Ports Defend Their Work. timeextension.com/news/2026/03/i…