Search found 2159 matches
- Tue Jan 21, 2014 2:17 pm
- Forum: NES Graphics
- Topic: Gradient sky background
- Replies: 15
- Views: 12044
Re: Gradient sky background
This definitely looks a lot better. I think the gradient looks better this time than the line technique, but you'd have to test it out in the context of the actual game play to be sure which is more appropriate (I'm assuming this is for a game?).
- Mon Jan 20, 2014 3:26 pm
- Forum: NES Graphics
- Topic: Gradient sky background
- Replies: 15
- Views: 12044
Re: Gradient sky background
Even if you took the first gradient example and made the bottom 2/3 of the sky solid, it would make it less distracting. Complex dithering patterns can be hard on the eyes. I like to keep it simple, keeping colors mostly solid with light dithering between them. Perhaps the example would also look be...
- Fri Jan 17, 2014 11:18 am
- Forum: General Stuff
- Topic: NES Chuck Norris jokes
- Replies: 60
- Views: 16975
Re: NES Chuck Norris jokes
Can we Chuck WedNorrisDay's jokes over a cliff? That was funny to me for about 20 scanlines.
- Thu Jan 16, 2014 12:26 pm
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 32994
Re: Questions about NES Graphics Limitations
Personally I can't refrain to think most games that uses 8kb SRAM without saving could have been done without it if they were coded more carefully / a bit differently. <tepples wrote some stuff about terrain modification in RAM> <tokumaru wrote some stuff about consolidating it into a small amount ...
- Tue Jan 14, 2014 12:22 pm
- Forum: Newbie Help Center
- Topic: Simple background decoder
- Replies: 6
- Views: 2213
Re: Simple background decoder
Not sure if you've resolved this yet, but I'll comment anyway. How are you storing your color information? It looks like you're working backwards through the color array. Not saying this is wrong or a bad idea, but the data would need to be in the right order. It's possible that the data you're grab...
- Mon Jan 13, 2014 12:05 pm
- Forum: NESdev
- Topic: My Breaking Bad NES game needs something.
- Replies: 9
- Views: 4547
Re: My Breaking Bad NES game needs something.
I'm not sure I got the point of this post... You first talked about a game you're making, then you talked about games of 2 different styles you want to make, and I have no clue about which of them your question was! I'm making a game, I'm open to new styles, I don't know how to execute any ideas. B...
- Fri Jan 10, 2014 11:04 am
- Forum: General Stuff
- Topic: What do you guys do for work?
- Replies: 70
- Views: 25455
Re: What do you guys do for work?
Luckily I've found a job in IT where I'm not on-call, and I don't take my work home with me. It's relatively stress-free. The only thing that really causes stress is the threat of being laid off when the company decides that to make more money this year, they'll cut down on payroll. But I suppose th...
- Thu Jan 09, 2014 11:13 am
- Forum: General Stuff
- Topic: What do you guys do for work?
- Replies: 70
- Views: 25455
Re: What do you guys do for work?
I'm currently a developer of in-house software for a major retailer (I don't think I can say who it is). It's software for a specific division (so not the whole company), so the audience isn't thousands of people. It's mostly VB.Net programming and database stuff. I actually really enjoy my job. It'...
- Tue Dec 24, 2013 1:50 pm
- Forum: NESdev
- Topic: Did the SELECT button ever play an important role?
- Replies: 13
- Views: 3878
Re: Did the SELECT button ever play an important role?
I have a weird question about this statement. Do you mean the thread topic is a weird question, or the question which you asked after this statement is a weird question?guitarzombie wrote:This is kind of a weird question.
- Tue Dec 24, 2013 9:33 am
- Forum: NESdev
- Topic: Did the SELECT button ever play an important role?
- Replies: 13
- Views: 3878
Re: Did the SELECT button ever play an important role?
I believe in Metroid it allows you to use Missiles. I adopted this same functionality in my own platformer to switch to the player's special weapon (randomly picked up as an enemy drop, much like the ones in Castlevania). Final Fantasy allows you to switch party order from the world map by pressing ...
- Sat Dec 14, 2013 2:42 pm
- Forum: General Stuff
- Topic: Game-breaking glitches in NES games
- Replies: 8
- Views: 3796
Re: Game-breaking glitches in NES games
hee hee hee, is Cheetah Men 2 allowed? I don't think so; it's about game -breaking glitches, and it's debatable whether or not Cheetah Men 2 counts as a real game ;). I actually had something happen in Castlevania 1 once while playing it in an emulator where it froze and there were attribute glitch...
- Fri Sep 20, 2013 10:27 am
- Forum: NESdev
- Topic: "Stylistic" question in NES programming
- Replies: 28
- Views: 9186
Re: "Stylistic" question in NES programming
I have build a system which allows both flipping entiere metasprites (saving space) or storing left/right versions of them separatedly (allowing for details, such as weapons being always in the correct hand). Since I have 4 pointers for all 4 directions, and that they all points to a metasprite whi...
- Wed Sep 18, 2013 11:44 am
- Forum: NESdev
- Topic: "Stylistic" question in NES programming
- Replies: 28
- Views: 9186
Re: "Stylistic" question in NES programming
I'm personally not a fan of the pre-flipped sprite maps approach. It can waste a ton of ROM space, and also increase the complexity of other code. I imagine you have to have some conditional code that says "If this object is facing right, use sprite map X. Otherwise, use sprite map Y." You...
- Tue Sep 10, 2013 10:30 am
- Forum: NESdev
- Topic: "Stylistic" question in NES programming
- Replies: 28
- Views: 9186
Re: "Stylistic" question in NES programming
2k of RAM is enough to store about two screens worth of level data packed into a 2d byte array. That's the simplest solution and so the most widely used. Sometimes bit flags are used in those bytes for things like walkable/not walkable instead of being literal tile or metatile numbers. Games which ...
- Thu Aug 29, 2013 10:57 am
- Forum: General Stuff
- Topic: Reproduction carts board/forum/section
- Replies: 78
- Views: 173446
Re: Reproduction carts board/forum/section
I think it would be great to get these threads into their own section. I don't know much about hardware, and quite little about specific boards, so I really can't contribute to these discussions. I usually browse through everything except the hardware and emulation sections, and I still run into a l...