Turn based RPG's on NES maker?

PasseGaming

Active member
I went and took a look see at that post and the last comment was mine asking if anyone knew if this code worked with 4.5. Because that's all 4.1 stuff. So, I guess I'll ask here, is that code still viable in 4.5? Does anyone know? Last post was from 2019 before mine this October.
 
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CutterCross

Active member
I went and took a look see at that post and the last comment was mine asking if anyone knew if this code worked with 4.5. Because that's all 4.1 stuff. So, I guess I'll ask here, is that code still viable in 4.5? Does anyone know? Last post was from 2019 before mine this October.
"The version of NESmaker does not prevent your ability to implement flash saving. That can also be said for any custom-programmed feature."

Of course you're going to have to adapt the save code library implementation for your specific project. As long as your project still uses UNROM 512 (which all default NESmaker games do), that code library can be adapted into your project. It's not a "is this viable for a specific NESmaker version?" question, as no version has flash saving by default (yet) anyway. You implement it and adapt it yourself.
 

PasseGaming

Active member
"The version of NESmaker does not prevent your ability to implement flash saving. That can also be said for any custom-programmed feature."

Of course you're going to have to adapt the save code library implementation for your specific project. As long as your project still uses UNROM 512 (which all default NESmaker games do), that code library can be adapted into your project. It's not a "is this viable for a specific NESmaker version?" question, as no version has flash saving by default (yet) anyway. You implement it and adapt it yourself.
.. okay, let me put the question in better terms, I was probably to loose with the question. In that thread, Kasumi provided some code to get you started, can I copy and paste said code or does it need to be modified because the asm language has changed since 4.1? That's more or less what I was asking. I'm not quite (not even close) at the levels you folks are at, slow learner, but I am working on it and typically I need a step-stool to get me started.
 
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CutterCross

Active member
.. okay, let me put the question in better terms, I was probably to loose with the question. In that thread, Kasumi provided some code to get you started, can I copy and past said code or does it need to be modified because the asm language has changed since 4.1? That's more or less what I was asking. I'm not quite (not even close) at the levels you folks are at, slow learner, but I am working on it.
NESmaker uses ASM6 as its compiler, so NESmaker's codebases for EVERY version is written for the syntax of ASM6. Nothing has changed in that aspect since NESmaker's first available beta builds. Looking at the flash.asm code library it looks like it'll work fine as-is for ASM6 but I can't 100% confirm that myself.

But as Kasumi says in that saving thread, there are several caveats you have to take into account when you are implementing this. It's not going to be a "copy/paste the code and it'll just work" situation. Most resources on NESdev aren't made like that. And that's also why there isn't just one method for saving included for NESmaker.

If you're really not comfortable with your programming abilities to properly implement this on your own, consult someone on here who has, or members of the NESdev community who are much more experienced with the low-level hardware portion of homebrew development.
 

PasseGaming

Active member
Okay, that makes sense, thank you for the tip. I guess when I manage to get to that project ill dig around for some aid. Thank you.
 

Basty

Active member
Slowly plugging away at making an RPG with NESMaker. But there's a few issues with making one since NESMaker isn't setup for a few things (I go into things in more detail of my main form HERE )

I'm on the third version of fighting system, and it's still not done. Health, attacks/damage, dogging are all working and monster AI works. But the current things I need to get done is items (inside/outside of battle), magic (inside/outside of battle), and monster skills that can posion, turn to stone and such.

One issue I had that I solved recently was the Health, Damage, Stats, and XP. Since NESMaker and the NES uses 1byte math, the most you can have for anything is 255. Redoing everything for a 2byte system allows for things to go up to a little over 65,000.

Next issue is Map banking. I'm still working on this one, but NESMaker doesn't go past the two maps (Overworld / Underworld). There is the setting to let you pick which map bank to use, but the system doesn't use it. With a proper JRPG the over world and dungeons need more map space then what's allowed by default. I've semi been working on this issue with custom warp code so you can go from one of the maps from NESMaker to an extra map but there's issues
1: Doesn't warp to the 3rd map and fezzes the game.
2: Takes you to the map, but graphics don't load right. (Going to a different part of third map and then back fixes issue, so thinking it's a memory issue.
3: Warp to a different part of the map.

Never mind there are other layered issues with everything I've said so far.

The last thing that's on my list of things that need to be done, is "Saving" the game. Since JRPG games tend to be on the longer side, and you want to let people save the game and comeback or save before they go to fight a boss I need to figure out how to save the character position, items, equipment, xp, gold, and a way to save all the flags that have been triggered (Pass bosses killed, special items and such).

Like @PasseGaming said, I might release things later. But I still have a crap ton of work to do. Never mind I wouldn't be able to offer support for the most part. I already have a job. :p

Since everything custom code that's outside of NESMaker's GUI, coding skills are needed to change things. And making a manual for people fallow along with to muse for their game(s) would be a project by its self.

Sounds lovely like pain. Now I'm not expert on turning 1bit in to 2bits and I have no idea how it would even work but if I were to work with 255 I know for certain that 99 is possible hence I'd create at least three addresses which all would work with in 100 index meaning that if something goes over 100 it add's up to as plus 1 to next index.

But that's just how I would work on it to overcome the limitations.

As for Map banking, that indeed sounds like a real damning issue and since I haven't worked with NES maker that much I can't even imagine a way to overcome that for now.
 

Nishi

Member
Sounds lovely like pain. Now I'm not expert on turning 1bit in to 2bits and I have no idea how it would even work but if I were to work with 255 I know for certain that 99 is possible hence I'd create at least three addresses which all would work with in 100 index meaning that if something goes over 100 it add's up to as plus 1 to next index.

But that's just how I would work on it to overcome the limitations.

As for Map banking, that indeed sounds like a real damning issue and since I haven't worked with NES maker that much I can't even imagine a way to overcome that for now.

There are a handful of issues that I've ran into with NESMaker when it comes to making a JRPG. It just comes down to willingness to learn, make mistakes having the game freeze/crash. Figuring out why and fixing the problem.

I had to figure out how to get the characters to aim for a non-dead monster instead of them attacking a dead one that's no longer on screen. They now go to the first monster that's alive. Next issue was getting it so you can't select a dead monster on the next round.

The there's testing the monsters to make sure they aim for someone that's till alive. And so on.

Being half anti-social helps! ^_~
 

Basty

Active member
There are a handful of issues that I've ran into with NESMaker when it comes to making a JRPG. It just comes down to willingness to learn, make mistakes having the game freeze/crash. Figuring out why and fixing the problem.

I had to figure out how to get the characters to aim for a non-dead monster instead of them attacking a dead one that's no longer on screen. They now go to the first monster that's alive. Next issue was getting it so you can't select a dead monster on the next round.

The there's testing the monsters to make sure they aim for someone that's till alive. And so on.

Being half anti-social helps! ^_~

The joys of programming.
Don't worry mate, you ain't the only half anti-social introvert hermit being in here so I feel your pain.

Last time I did what you did was on Game Maker "Yeaaaaaars ago..." so I know it's doable but even then, there were certain issues such as pacing of it.
If my memory serves me right, I gave each enemy an ID number and recounted it every time enemy died. It worked somewhat nicely unless you went quickly from row 0 to row 1000. For some reason there was an issue there that made me bang my head to a wall.

It is actually sorta funny how many RPG games there were on the NES despite the fact that they really weren't as easy to program as one might think.

On the other matters.
Yeah, from what I've seen, NES maker indeed is rather prone to crashing for no reason. I hope they'll come up with a patch to fix that soon.
Another one is freezing the game when there's a dialogue box and you press any other button than game expects you to. Dunno why that is.
 
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