Subject: Re: [stella] optimization : sneaky fractional bit representation From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Wed, 03 Jun 1998 15:15:00 GMT |
>A while ago I wrote on encoding using sub-bit resolution. >It just occurred to me WHY I needed to do this on the NES - it was involved >with creating a password for a large game, so that the player could come >back and rejoin where he/she left off. There were quite a large number of >parameters that needed to be saved/restored, but it all had to fit into 6 >LETTERS and a few punctuation marks (eg: EP-NZE). That gave very few bits >(30, to be exact), and sub-bit encoding was therefore a great idea. >By the way, I remembered coz I need to do it for my 2600 project :) That makes sense. It also explains why nobody managed to reverse-engineer any of the passwords (except the brain-dead Mega Man 3 system). Don't suppose you could let us in on the password generation scheme for any of your NES games? :) -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html
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Re: [stella] optimization : sneaky , Andrew Davie | Thread | Re: [stella] optimization : sneaky , A.K.A. TheWiz |
Re: [stella] optimization : sneaky , Andrew Davie | Date | [stella] re: alt.atari.2600.program, Erik Mooney |
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