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nodthenbow.bsky.social
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@nodthenbow.bsky.social
The gooniest of goons (Canadian definition, bub).
5th place at Mystery Tournament CB2023 and 1st at CB2025.
Playing every fighting game, keeping track here https://github.com/nodthenbow/DamageCalcs/blob/master/all%20fighting%20game%20quest.txt
It's way better than you'd think. Btw because it isn't mentioned anywhere, it is called "tiger tiger" here in sask
December 12, 2025 at 2:05 PM
I will say, optimizing that is pretty much going to be an issue of data structures, so I'm firing blind. It depends on how/what your game needs to load and how much you can turn that into a sequential block that you know the layout of so you can do
LOOP: LDX $blah,Y; STX $blah,Y; DEY; BPL LOOP
a lot
December 11, 2025 at 6:49 PM
If it's strictly loading then you need to minimize cycles of everything that isn't read/write, and try to move other logic out of vblank.
Something in one of these may help:
www.nesdev.org/wiki/The_fra...
www.nesdev.org/wiki/PPU_scr...
www.nesdev.org/wiki/PPU_ren...
PPU rendering
www.nesdev.org
December 11, 2025 at 6:49 PM
Guess I should also link the common optimizations page from the nesdev wiki lol, it has good tips too: www.nesdev.org/wiki/6502_as...
I'm much worse at 6502 than those peeps, so I can only really help with optimizing your algorithms if their tricks aren't enough.
6502 assembly optimisations
This page is about optimisations that are possible in assembly language, or various things one programmer has to keep in mind to make their code as optimal as possible. There is two major kind of opti...
www.nesdev.org
December 11, 2025 at 2:05 PM
Yup, arrays were invented back when it was only assembly. Here's an explanation in mips:
eng.libretexts.org/Bookshelves/...
Can't find stuff for 6502, but C can target the nes if you want to cheat a little and copy from compiled code. C compilers linked here: www.nesdev.org/wiki/Tools
9: Arrays
eng.libretexts.org
December 11, 2025 at 1:50 PM
Need to see the code to help, and probs a performance profile too, but putting stuff into arrays and static locations is usually the first step in optimizing for perf
December 11, 2025 at 1:21 AM
that explains a lot
December 10, 2025 at 10:43 PM
Flipping a coin to figure out if this is sarcasm or not
December 10, 2025 at 9:40 PM
Probably could check the event viewer to see what was breaking. Usually it'll catch a lot of errors before a fatal crash.
December 10, 2025 at 6:53 PM
It's weirdly more common than you'd think. In The Killing Blade by IGS, they locked out special moves from being used more than three times in a combo by making the input not work after the third. Also in old marvel like XvSF, flying screen moves disabled specials, superjumps, and supers iirc.
December 10, 2025 at 6:19 PM
Shoulda said hankerin for a snankerin tbhtbhtbh
December 8, 2025 at 8:57 PM
Guessing the simultaneous input system that turns L 5f gap S into super works for jump directions too lol
December 3, 2025 at 4:41 PM
I feel like anyone gaming on an HDD is doing it because they value cheap storage over load times, so it's wild that they wasted 100gb of storage undoing that choice. Like yeah guys I know SSDs load faster, but I can't afford a big enough one ~because~ everything is 100+gb now
December 2, 2025 at 5:05 PM
Ye, ffwa has some goofy stuff I'll show you when you play it
November 27, 2025 at 8:39 PM
Kinda a large gap between the 3d boom and kofmi lol. Snk hopped on the 3d trend with samsho 64 and fatal fury wild ambition iirc
November 27, 2025 at 8:20 PM
They could delay the cancel to reduce or remove combos/safety of 2mk drc, so they can design with it (they have used that tool in some cases since launch). Like it is a design choice, it's just they also are intentionally making/keeping 2mk drc that strong.
November 26, 2025 at 1:56 PM
I disliked the way yrc worked with fireballs mainly. I think if only that was changed I'd like yrc more than prc (but also I hated how you couldn't dp prc so lol). FB YRC dominating neutral was too boring for me, and it making anti fireball supers useless also annoyed me a lot.
November 26, 2025 at 1:33 PM
Gotta remember that smash has a lot of punishable on hit moves.
I was thinking of smash 4 Ness not ult though, but ult Kirby dtilt slips like 1 in 3 times, same thing.
Also found out that anything that doesn't launch and does 55 or more knockback can slip randomly, been that was since brawl too lol
November 25, 2025 at 8:12 PM
I don't think most people understand it enough to have a strong take on it. Also HC was the biggest user of slumps and he has hard RNG baked into his moveset, so there's some bias in favour of people who have to understand it also being okay with it.
November 25, 2025 at 7:19 PM
Want to bring up that I was only talking about the wall health system, the part you have to guess to know when the splat will happen. It's most important in wall slump setups since you need specific parts of combos to trigger the wall splat low enough that it slumps them instead of letting them tech
November 25, 2025 at 6:23 PM
Smash Ult Ness dtilt is an example of the smash stuff, it's like a 1/5 chance that instead of standing hitstun it causes a slip knockdown (the banana peel kd).
Most of the wall hate in strive is at the wall break part. The splat is rarely complained about, even when it was very important in the meta
November 25, 2025 at 6:09 PM
Plenty of fighting games with inconsistent hitstun and knockdowns out there. Even in modern popular stuff, smash has straight up rng based knockdowns on plenty of moves, plus VF5REVO and GGStrive both have wall hitstun/knockdown systems with hidden meters that can't be reliably estimated by players.
November 25, 2025 at 5:34 PM
Have all wrestlers replace their blood with motor oil as a sponsor promo obvs
November 24, 2025 at 1:20 AM