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<blockquote data-quote="FAST6191" data-source="post: 9439457" data-attributes="member: 32303"><p>I would normally do worked examples (the main version of <a href="https://gbatemp.net/threads/gbatemp-rom-hacking-documentation-project-new-2016-edition-out.73394/" target="_blank">https://gbatemp.net/threads/gbatemp-rom-hacking-documentation-project-new-2016-edition-out.73394/</a> ) but was hoping the examples listed here for existing games and videos detailing things also linked would suffice for now. The more I have to explain matrix maths, floating point numbers, data types, 3d engine mechanics and the like the more people would have clicked off. This would have been less than ideal for me for while</p><p>[MEDIA=youtube]Y99Wj-NStok[/MEDIA]</p><p>is a thing in some games there are plenty more that can be achieved by sweeping a stick around next to a wall/junction, trying all the animations, spinning around next to a corner, spinning around holding something... and while I could cover deriving your chosen strategy game's equivalent of <a href="https://www.dragonflycave.com/mechanics/gen-i-capturing" target="_blank">https://www.dragonflycave.com/mechanics/gen-i-capturing</a> from assembly or maybe just memory viewing then you can also look at all the bonus perks from everything, derive some nuts strategy to achieve them (one that if you pulled back even a tad you would lose) and also consider more closely all the weird and wonderful stuff (jokes, references, silliness) the devs chucked in there that might have broken their otherwise careful balancing.</p><p></p><p>I also owe something to the N64. My gameshark had a little guide to making cheats (basic fire a bullet/lose some health/... search, repeat) and I did that. Was not my first dalliance with such devices (had peek and poke on the C64, trainers on the amiga, sort of something on the PC that barely worked and needed a parallel dongle and a game genie on the megadrive, something on the gameboy as well) but was the first time I properly got my hands dirty and awoke something in me there, though it was probably inevitable.</p><p></p><p>I am planning some follow ups that necessarily delve into engine design at the very least but was aiming to keep it light and maybe have those that wanted to go further have some jumping off points for it.</p><p></p><p></p><p>That is something I often do (the ROM hacking and game journalism guide ones probably being main examples).</p><p>Will possibly make a full 90s "have you ever wanted to do this?" type deal as a frontload.</p></blockquote><p></p>
[QUOTE="FAST6191, post: 9439457, member: 32303"] I would normally do worked examples (the main version of [URL]https://gbatemp.net/threads/gbatemp-rom-hacking-documentation-project-new-2016-edition-out.73394/[/URL] ) but was hoping the examples listed here for existing games and videos detailing things also linked would suffice for now. The more I have to explain matrix maths, floating point numbers, data types, 3d engine mechanics and the like the more people would have clicked off. This would have been less than ideal for me for while [MEDIA=youtube]Y99Wj-NStok[/MEDIA] is a thing in some games there are plenty more that can be achieved by sweeping a stick around next to a wall/junction, trying all the animations, spinning around next to a corner, spinning around holding something... and while I could cover deriving your chosen strategy game's equivalent of [URL]https://www.dragonflycave.com/mechanics/gen-i-capturing[/URL] from assembly or maybe just memory viewing then you can also look at all the bonus perks from everything, derive some nuts strategy to achieve them (one that if you pulled back even a tad you would lose) and also consider more closely all the weird and wonderful stuff (jokes, references, silliness) the devs chucked in there that might have broken their otherwise careful balancing. I also owe something to the N64. My gameshark had a little guide to making cheats (basic fire a bullet/lose some health/... search, repeat) and I did that. Was not my first dalliance with such devices (had peek and poke on the C64, trainers on the amiga, sort of something on the PC that barely worked and needed a parallel dongle and a game genie on the megadrive, something on the gameboy as well) but was the first time I properly got my hands dirty and awoke something in me there, though it was probably inevitable. I am planning some follow ups that necessarily delve into engine design at the very least but was aiming to keep it light and maybe have those that wanted to go further have some jumping off points for it. That is something I often do (the ROM hacking and game journalism guide ones probably being main examples). Will possibly make a full 90s "have you ever wanted to do this?" type deal as a frontload. [/QUOTE]
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