Die hard (NES) memory mapping and debugging
Обновлено BloodSweatAndCode
от These are all my notes on memory mapping and some of the code in Die Hard (NES). The enemy placement pseduo-RNG is the point that made me stop digging in that there's so much that impacts it that makes RTA strats seem impossible, but maybe someone can take it further than me.
https://github.com/BloodSweatAndCode/NES-hacking/blob/master/Die-Hard/notes.txt
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