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Where do the byte counts for the various games come from? The games came on ROM chips that were, as ROM chip are wont to, sized to powers-of-two. For instance,
by wk_end 3y ago
Where do the byte counts for the various games come from? The games came on ROM chips that were, as ROM chip are wont to, sized to powers-of-two. For instance, Super Mario World was shipped on a 512kb ROM - where does 346,330 bytes come from? Are these compressed sizes?
- anthk 3y agoData padding.
- TapamN 3y agoIt looks like they're compressed sizes. If I gzip SMW.SMC, I get a 347 KB file. It's very misleading. There are other issues in there. The writer makes it sound like MVG was the one who discovered that the pause in SFA2 was from loading audio data, when it was already known LONG before his video. https://forums.nesdev.org/viewtopic.php?p=70474#p70474 https://forums.nesdev.org/viewtopic.php?p=70474#p70474 He also seems very confused about the RTC. It's obviously so that the clock keeps going even when the console is off and the cartridge is unplugged, like in the GBC/GBA Pokemon games, but he says something about how it might be because of the NTSC clock drifting? ??? What?
- fabiensanglard 3y agoThe numbers are estimates based on zipped size. But it is a bad idea. I should write a program to extract each zip, and count zero bytes padding at the end of the file. Too late for today, I will write that tomorrow and update the article.