![]() Normally I have 2 30 slot bags full of assorted necessities/less than necessities (I MIGHT NEED THAT NOGGENFOGGER ELIXIR, DAMN IT) leaving the rest for mats and assorted collected items. I really think it's mostly the design of this expansion in particular. Aside from giving another tab in void storage (or two, even charge 5 or 10k to buy them each), remove the restrictions about what you can place in there anima and cataloged research are prime examples of this If items convert to a currency, skip that step - just give us the currency and keep the bags emptier to get actual items. + The item that takes you to Black Temple + The cloaks you can buy that have varying CDs based on guild rep + All hearthstones to wherever they went to (including garrison and shipyard) Turn all items that have teleports from previous expansions into a toy, items that would qualify: Increase stack size on all crafting mats to 1000 That said these are what I think should be done (some have been said, some maybe not - did a TL DR): I'd love to see more bag slots, or another tab in void storage that you buy to get more space. The address gap in the MAME source is 0圆0000, or 0x10000 per empty socket (32KB), which makes more sense than the odd value used in the mra file.As a collector my bag slots (including void storage) are jam-packed with items like every tier set for my class, a bunch of unobtainables, and various bits and bobs that have varying uses or sentimentality (such as the first epic I ever got in the game). ![]() ![]() With the Peter Pack Rat mra, one thing that is unclear to me is how the two 00 blocks relate to the 3 x 2 empty sockets at the top-right of the board. But Road Runner has six banks of chips (2 x 3, like you mention) I have now interleaved those six banks at 32 bits, because if I would expand the map bits with two extra ones, it would be 48 bits (which is probably not even possible).įor the correct order I'm looking at the order of the chips on the board and then using a scrambled order similar to that used in the other mra files. With interleaving, four banks of chips are interleaved into 32-bits. I've been trying to figure out the exact logic. I didn't notice a difference with your build, what did you change?ĭocumentation on creating mra files is pretty basic. (and hope we don't hit bandwidth problems as graphics data is currently stored in SDRAM)Īh, so they can't work at the moment. I guess we need to find out the maximum size for graphics roms loaded for each of the 4 chips and set the addresses accordingly (and use fills on the other MRAs so that all are loaded for all of the games) plus find out how the video data is fetched into the other chips so it can be catered for somehow. Road Runner and Marble Madness use 0,1 and 2 (with 0 being the one nearest the cartridge edge connectors)Īdditionally, 32 bits of data are passed into the cartridge module, this is mapped to the top two chips as well. (code currently has lower chips connected to 0xFF for all addresses)Īll of the other (released) games use at least 3. Looking at the cartridges there needs to be some more connections made for the S.L.A.G.s as Indy and Peter Packrat are the only games that use the top two chips.
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