3 ms·
> I shipped a NES game One of my favorite games of all time. You signed a copy of it via mail for me around 2006/2007 ;) Cheers. > We decompressed the current
by coldpie 7y ago
> I shipped a NES game
One of my favorite games of all time. You signed a copy of it via mail for me around 2006/2007 ;) Cheers.
> We decompressed the current level's tile map into a portion of that.
I reverse engineered it to dump PNG format maps of both it and the leaked prototype. Pretty straightforward RLE but it was fun learning about 6502, NES programming, and bank switching.
Level dumper source: https://gitlab.com/mcmapper/mcmapper/blob/master/main.c https://gitlab.com/mcmapper/mcmapper/blob/master/main.c
Generated images: https://tcrf.net/Proto:M.C._Kids https://tcrf.net/Proto:M.C._Kids
Very different from how SMB1's level construction works. Like the OP comment said, it basically has a modal command structure. Something like "start drawing the ground two tiles up from the bottom. At x=18, draw a pipe." etc. This is why the level scrolls infinitely after the flagpole, it's just running the default "draw ground" command forever. M.C. Kids on the other hand actually stored the whole level tile grid, using RLE for compression.