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WideNES – Peeking Past the Edge of NES Games

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Re: WideNES – Peeking Past the Edge of NES Games

#11
post #6

Even after having seen _a lot_ of (S)NES hackery, and being quite a bit into reverse engineering the consoles and games, this is mind blowing to me. The result is just so perfect. It makes me happy to see that decades after the release of these, there are still people playing with them, in one way or another.

It’s almost literally the mental map I’ve made of these games years ago. Feels awesome to see.

Re: WideNES – Peeking Past the Edge of NES Games

#13
post #9

Earlier quoted context omitted.

Exactly my thought. You wouldn't want to download the ROM itself, but the augmented ROM with the entire worldview for your 4k pleasure. What a nerdy time we live in!

Why wouldn't you want to download the rom?

He means, you would donwload a theoretical rom containing the game with its entire pre-rendered world for each level. Which would mean that given a large enough 4k screen you would be able to play a game without scrolling. i.e. the entire level would show on the screen at once and you would only move the player character around it. =) nice idea =)

edit: same thing as mentioned by ArtWomb in another comment >" This would make a cool art installation. If you can get access to one of those giant screens that you see demo'd at E3. You can visualize the entire Land of Hyrule from Lengend of Zelda. With a tiny Link navigating his way through the world ;) "

Re: WideNES – Peeking Past the Edge of NES Games

#15
post #3
post #2

I almost gave up on this after seeing the first gif thinking that was going to be it, but I couldn’t have been more wrong. This is a very neat trick and it seems like it works really well, I’m kinda surprised I’ve not seen anything like it before.

It reminds me of the old 'walkthroughs' the games magazines used to print years ago. They'd devote at least two pages showing all the levels connected together as one big graphic, with hints and tips added as text in the appropriate places. At the time the only way they could do this was either spend HOURS playing the game and recording or screengrabbing it, or ask the developer nicely for a level layout. It would be…

I've listen to podcasts where french video games journalists talked about this.

They did crazy hours to do the game from start to end by themselves and screencapping everything.

Re: WideNES – Peeking Past the Edge of NES Games

#16

Which brings to my mind an interesting question: Could a ml agent be used to auto-explore with the intention of visiting all parts of the game world? There has been recent focus on ML research trying to win or beat games. What if the goal was merely to have an agent that would manage to explore the largest game "area" possible? Has that been done before?

It has been done[1], I think even posted here but can't remember the title. Edit: Found the Mappy post from last year[2].

[1] https://arxiv.org/pdf/1707.03908.pdf

[2] https://news.ycombinator.com/item?id=15026399

Re: WideNES – Peeking Past the Edge of NES Games

#18
Curious to see how it would handle Dragon Warrior 1 - I bet the dark dungeons probably don't use the scroll registers at all.

Also Ultima III: Exodus would be interesting. I suspect it's "black out tiles behind walls and in trees" effect is done through the attribute table but don't really know what it does when elements scroll offscreen.

Re: WideNES – Peeking Past the Edge of NES Games

#19
post #11
post #6

Even after having seen _a lot_ of (S)NES hackery, and being quite a bit into reverse engineering the consoles and games, this is mind blowing to me. The result is just so perfect. It makes me happy to see that decades after the release of these, there are still people playing with them, in one way or another.

It’s almost literally the mental map I’ve made of these games years ago. Feels awesome to see.

Yeah, I remember moving so that I couldn't see the enemies on the next screen, mentally timing the movement and then coming back to see if they were where I thought they should be.

Re: WideNES – Peeking Past the Edge of NES Games

#20

Which brings to my mind an interesting question: Could a ml agent be used to auto-explore with the intention of visiting all parts of the game world? There has been recent focus on ML research trying to win or beat games. What if the goal was merely to have an agent that would manage to explore the largest game "area" possible? Has that been done before?

There are already speed runs and 100% speed runs that have the input sequence to run through a game, I think that most of the vast majority of games wouldn't need any machine learning at all to map the screens that need to be glued together.
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