TMNT II (NES) Options Mode

Here’s a hack that I’ve made that adds an options mode to TMNT II on the NES. I’ve tried to make it as polished as possible. The idea is to “replace” the original game, since the original mode is intact on it in normal mode. There’s now an easy mode and a hard mode. What easy mode does is cut all damage in half, except when it was already the minimum of “1”. And hard mode doubles all damage. Quite a challenge!!

This has been fully tested on fceux and on a front loader with an everdrive N8.

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Bread In The Sky (BITS): An Odyssey2’s Pick Axe Pete level editor

I recently bought myself a super treat. The first console I’ve ever played, the “Magnavox Odyssey2”, widely known in Brazil simply as the “Odyssey”. I hadn’t played it in decades! The emulator that exists is a little weird to use if you are not very familiar with the system, not to mention that you don’t have the manuals which are very important to the experience. So it was amazing to play it all again. It brought back so many memories. It’s even A/V modded so the image is amazing on my CRT tvs.

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NES Homebrew Source Code

As I’m making my PC game Super Hiking League, sometimes I need a break. Recently, it’s been in the form of translating some of its elements into a NES homebrew program. I can’t call it a game yet, as there’s very little going on gameplay-wise.

Still, it was quite an achievement for myself to get something not only being displayed on screen, but with interactivity resembling a videogame! So I decided to share this as an out-of-the-box, 100% portable, working project that compiles a NES ROM with graphics, screen transitions, music and interactivity. It is for Windows only, and since it uses the graphics from Super Hiking League, it is for educational purposes only, unless stated otherwise. Look in the license.txt file for more info on this.

By running the batch file, it generates a NES Mapper 3 ROM with 2 16k PRG banks and 8 8k CHR banks, with vertical mirroring. You can edit these settings on the nes.cfg and header.asm files in the system folder, provided you know what you are doing. Included in the zip are the ca65.exe and ld65.exe programs required by the batch file. So hopefully, absolutely no configuration is required. Just unzip the folder and run the batch!

I feel like not many working projects such as this are available out there, so here it is! The code is all in assembly language. Use any text editor for the files. The main file is “main.asm” in the src folder. Disclaimer: the code comes from an unexperienced NES developer who’s just really happy that it works, so you may use it to try things out, but do not take it as an example of good coding practices, as I’m pretty sure it’s far from that!

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Unused tiles

Here we have several unused graphics from the original NES Super Pitfall. They were taken from different portions of the ROM and assembled into this single image. The image is pretty much complete in terms of unused graphics. Please note that due to how NES graphics work, the original colors were lost. These colors were chosen then for contrast.

A few comments:

  • Some of these enemies don’t exist in the final game. That’s the spider walking up walls and the spider hanging from ceiling (complete with a hanging web line tile). But others do and have updated graphics. These old enemies graphics are the same as the PC-88 version of the game!
  • The girl seems to be a beta version of the niece. This graphic remains in all areas of the game, indicating the niece could have been placed anywhere, not just the dark world.
  • The big white square can be arranged in any size, and it was found on the title screen section. Maybe a text box background, or a temporary graphics for the title.
  • Several hud icons are found indicating the diamond, the lion and the niece. There’s also a gold icon, perhaps for gold counting. And a pointing hand suitable for hud item selection.
  • There is some sort of 3 frames explosion effect.
  • The blue blob in the middle of the image doesn’t appear to be make sense in any arrangeable way.
  • The “S” is made of 4 tiles that can be arranged to form clouds exactly the same way as the PC-88 version.

unused