Search found 2159 matches
- Wed Aug 20, 2014 8:41 pm
- Forum: NES Graphics
- Topic: Vertical Line Animation Illusion
- Replies: 20
- Views: 11653
Re: Vertical Line Animation Illusion
Scrolling the background would likely pose greater limitations with what you could do (using the sprite overlay). Since most (if not all) sprites would be taken, the background is all you have left to work with if you want anything else on the screen. Unless you do a sprite #0 hit to update the scro...
- Tue Aug 19, 2014 2:58 pm
- Forum: NES Graphics
- Topic: Vertical Line Animation Illusion
- Replies: 20
- Views: 11653
Re: Vertical Line Animation Illusion
This technique is interesting and all (in fact, from what I've heard this is similar to the way the 3DS screen works: stripes block different parts of a combined image for each eye, so each eye sees a different perspective), but what would be the real reason to use this on the NES? The stripped loo...
- Sun Aug 17, 2014 5:57 pm
- Forum: NES Graphics
- Topic: Vertical Line Animation Illusion
- Replies: 20
- Views: 11653
Re: Vertical Line Animation Illusion
That totally makes sense! That's actually a very good idea, as many of these illusions are done using silhouettes. I can picture using that for something like a giant creature flying in from a distance. You can use the silhouette idea for when its furthest away, and then flip it to full color as the...
- Sun Aug 17, 2014 2:51 pm
- Forum: NES Graphics
- Topic: Vertical Line Animation Illusion
- Replies: 20
- Views: 11653
Re: Vertical Line Animation Illusion
Speaking of optical illusions, just yesterday I was playing a bit of Skate or Die! (the first one), and it's funny how the title screen logo looks like it's being pushed up/down (like a button) even though only the palette is changing. I just saw it on YouTube. I would never have thought those tile...
- Sun Aug 17, 2014 1:23 am
- Forum: NES Graphics
- Topic: Vertical Line Animation Illusion
- Replies: 20
- Views: 11653
Vertical Line Animation Illusion
So this is probably a bit random, but I couldn't help myself. The other day I stumbled upon this concept: https://www.youtube.com/watch?v=lvvcRdwNhGM Basically you have this sheet of clear plastic with vertical black lines on it, and you slide it over one of these images. The images are printed in s...
- Fri Jul 11, 2014 2:36 pm
- Forum: Newbie Help Center
- Topic: Best way to generate bkg collision data?
- Replies: 5
- Views: 2567
Re: Best way to generate bkg collision data?
Depending on your level/map structure, you might end up making multiple layers of metatiles. In my game, the level screens are made of 52 8x2 metatiles, which are actually sets of 4 2x2 metatiles (the game scrolls only horizontally, and has a status bar 4 tiles tall). 5 bytes go into defining the 8x...
- Wed May 28, 2014 2:25 pm
- Forum: General Stuff
- Topic: Does anyone create homebrew for systems other than NES?
- Replies: 9
- Views: 3377
Re: Does anyone create homebrew for systems other than NES?
I've made a hello world/sprite demo for GBC, and something similar for SNES. I had a really hard time getting anywhere with the SNES, but that was a long time ago when I was very inexperienced, and there wasn't really a forum out there for SNES development. I figure after my NES projects, I'll move ...
- Mon Feb 17, 2014 12:00 pm
- Forum: Newbie Help Center
- Topic: General newbie questions
- Replies: 6
- Views: 2755
Re: General newbie questions
6. Collision detection: I really have no clue how to get this done. I suppose for sprites, comparing their overall position is the way to go, but I have absolutely no idea how to make sprites interact with the background, to create "solid" and "non-solid" 16x16 blocks. Many game...
- Mon Feb 10, 2014 10:52 am
- Forum: NESdev
- Topic: Dynamic level generation?
- Replies: 12
- Views: 3312
Re: Dynamic level generation?
You could randomize it on a larger scale so you don't have to use so much RAM (e.g. 8x8 metatiles vs. 4x4 or 2x2). But even then, you'd likely use quite a bit.tokumaru wrote:Going backwards would require a significant amount of RAM to store everything that has been generated on the fly.
- Thu Jan 30, 2014 2:41 pm
- Forum: NES Graphics
- Topic: Minimizing expansion of CHR converted for real-time updates
- Replies: 38
- Views: 14780
Re: Minimizing expansion of CHR converted for real-time upda
I'll probably just end up going with 128kb PRG and using CHR RAM. I'm not even sure how this game will end up being distributed. I'm kind of dumb when it comes to hardware, but I'm assuming something with these specifications could easily be produced? I'm going to convert the project to MMC3 for now...
- Thu Jan 30, 2014 11:28 am
- Forum: NES Graphics
- Topic: Minimizing expansion of CHR converted for real-time updates
- Replies: 38
- Views: 14780
Re: Minimizing expansion of CHR converted for real-time upda
It's funny, because my biggest road block has been trying to complete my project using NROM specifications. I had very limited space left for data after creating the engine and allotting space for tile data (used by the entire game), and I still had some other game modes to program. I recently decid...
- Thu Jan 23, 2014 3:41 pm
- Forum: Newbie Help Center
- Topic: Controllers Interacting for Unique Game Behavior
- Replies: 16
- Views: 4576
Re: Controllers Interacting for Unique Game Behavior
I am currently focusing on learning about the art and sound design aspects of the NES, it would be cool to find someone locally (or, if feasible, someone over the net) that already has experience with programming and knows about existing engines and such that could be utilized. Perhaps there is som...
- Wed Jan 22, 2014 2:47 pm
- Forum: Newbie Help Center
- Topic: Controllers Interacting for Unique Game Behavior
- Replies: 16
- Views: 4576
Re: Controllers Interacting for Unique Game Behavior
Sounds interesting! You could definitely do some cool things with this. It sort of makes me think of Electroplankton for the DS, where you can interact with game objects in a way that makes music. With simultaneous input, you'd want to make sure you program it in a way that accommodates at least a ...
- Wed Jan 22, 2014 11:09 am
- Forum: Newbie Help Center
- Topic: Controllers Interacting for Unique Game Behavior
- Replies: 16
- Views: 4576
Re: Controllers Interacting for Unique Game Behavior
My design goals would include facilitating this type of behavior within an artistic process. The product could be musical, by interdependently triggering sounds; or visual, by causing patterns to develop; or whatever could be accomplished within the limitations of the system. I realize that this wo...
- Tue Jan 21, 2014 3:26 pm
- Forum: NESdev
- Topic: Standard flicker mitigation techniques?
- Replies: 25
- Views: 15393
Re: Standard flicker mitigation techniques?
Luckily, my project doesn't require priority, so I use a simple technique that I got from Bregalad where you draw sprites in the order of sprite #1, #3, #7, #10... #58, #61, #0, #2, #5... (except I use sprite #0 so I skip that) and then I think you start from a different index the next frame. This n...