Search found 99 matches

by SecretServiceDude
Wed Oct 29, 2008 2:28 am
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

It is my project, but I hope that many people will get a chance to play it one day. With that in mind, I ultimately want what's best for the game, not my ego. In the case of the metallic highlights, I was biased towards the thicker ones because I was proud of myself for coming up with the idea of sp...
by SecretServiceDude
Tue Oct 28, 2008 3:23 pm
Forum: NESdev
Topic: Nes output
Replies: 2
Views: 2588

I'm no emulator writer, but I would probably plot the pixels myself to an offscreen buffer (to ensure accuracy), then use DirectX to display it.
by SecretServiceDude
Tue Oct 28, 2008 1:38 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

Okay, it's unanimous: thin it is. Thanks for the responses.
by SecretServiceDude
Tue Oct 28, 2008 12:35 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

Dwedit wrote:Thin highlights look better.
Thanks for your feedback. I appreciate it.

Personally, I prefer the thick highlights, but of course it's hard to judge my own artwork objectively.

So, thick or thin? Could I get a quick consensus from you dudes?
by SecretServiceDude
Tue Oct 28, 2008 5:58 am
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

Wow, figuring out a good sprite arrangement for the highlights was a pain. After shuffling some pixels around and exploiting the sprite V-flip bit, I managed to cram all the highlights into 6 unique tiles. A more optimal arrangement might be possible, but considering that the per-scanline sprite lim...
by SecretServiceDude
Mon Oct 27, 2008 4:43 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

Thanks for the support! Cool, sounds like that idea's got the green light. There seems to be less than 8 columns of sprites, so the sprite limit won't be a problem. Good observation! I originally had the highlights running horizontally across the tops of the letters, but quickly realized the sprite ...
by SecretServiceDude
Mon Oct 27, 2008 2:13 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

Using sprites to enhance the background

For those who haven't followed the thread on title screen name table compression , my game is called Bionic Commander . (To be honest, I'm surprised nobody's poked fun at me for the ridiculous parody, but I digress...) In the title screen, the word "Bionic" is written with a metallic font....
by SecretServiceDude
Mon Oct 27, 2008 1:34 pm
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 11342

It might be cool if you added stuff in where the dark green background is, like a sky of some sort with a few clouds. Though this would increase the size of the compressed screen. I'm actually thinking of adding some embellishments to the title screen using sprites. The title screen is looking good...
by SecretServiceDude
Mon Oct 27, 2008 5:48 am
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 11342

Wow! That looks really cool. How many tiles does it use total out of 256? I don't know, the word "Commander" looks like it was a pain to make. I have a really hard time with fonts, especially slanted/distorted ones. I really like it. For 128 bytes, not bad at all. Good Job =)! The screen ...
by SecretServiceDude
Mon Oct 27, 2008 4:04 am
Forum: NESdev
Topic: Give my game a try
Replies: 37
Views: 22473

Sweet! Man, that's a challenging game. At least I passed the first stage. :D

I really like the drop shadow you use with your font. I may "borrow" that idea for my own game.
by SecretServiceDude
Sun Oct 26, 2008 10:12 pm
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 11342

The decoder is finally working, and I successfully switched over to the compressed name table for my title screen display. I added a few bytes to the data in order to simplify the decompression code, so the total size of my name table comes out to 128 bytes: a programmer-friendly number if ever ther...
by SecretServiceDude
Sun Oct 26, 2008 3:20 pm
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 11342

I have a small question regarding this compression algorithm. I'm still not yet to that part in my game but I will need to learn about it someday so why not asking here. It seems to be used for single screen compression. How well would if fare to compress data for the name table/map data for a side...
by SecretServiceDude
Sat Oct 25, 2008 10:46 pm
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 11342

That's an awesome idea! Storing the NT address directly in the data is pure genius. That'll make my decompression code much cleaner to boot. You're totally right about the unused bit 5 allowing for additional fill modes. Offhand, I can't think of any other fill modes that would benefit me presently,...
by SecretServiceDude
Sat Oct 25, 2008 9:08 pm
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 11342

Oh, I see what you mean. Thanks for clarifying. At present, I'm using a fixed size CHR-ROM for background tiles (4KB). I had some unused tiles in there, so the duplicates aren't costing me anything. Truth is, I'm still fairly new to NES programming, so I went with the most expedient setup that allow...
by SecretServiceDude
Sat Oct 25, 2008 8:49 pm
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 11342

Dwedit wrote:Waste 16 bytes for each repeated tile?
Come again?