Search found 99 matches
- 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...
- Tue Oct 28, 2008 3:23 pm
- Forum: NESdev
- Topic: Nes output
- Replies: 2
- Views: 2588
- Tue Oct 28, 2008 1:38 pm
- Forum: NES Graphics
- Topic: Using sprites to enhance the background
- Replies: 38
- Views: 29218
- Tue Oct 28, 2008 12:35 pm
- Forum: NES Graphics
- Topic: Using sprites to enhance the background
- Replies: 38
- Views: 29218
- 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...
- 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 ...
- 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....
- 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...
- Mon Oct 27, 2008 5:48 am
- Forum: NESdev
- Topic: Title screen name table compression
- Replies: 28
- Views: 11342
- Mon Oct 27, 2008 4:04 am
- Forum: NESdev
- Topic: Give my game a try
- Replies: 37
- Views: 22473
- 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...
- 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...
- 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,...
- 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...
- Sat Oct 25, 2008 8:49 pm
- Forum: NESdev
- Topic: Title screen name table compression
- Replies: 28
- Views: 11342