Search found 48 matches
- Fri Mar 25, 2011 5:37 pm
- Forum: NESdev
- Topic: Mario Kart NES?
- Replies: 22
- Views: 11113
- Sun Feb 27, 2011 4:25 pm
- Forum: NES Music
- Topic: What the NES Would Sound Like if it Were an Atari 2600
- Replies: 31
- Views: 21365
- Fri Feb 25, 2011 10:00 am
- Forum: NES Music
- Topic: What the NES Would Sound Like if it Were an Atari 2600
- Replies: 31
- Views: 21365
- Thu Feb 24, 2011 12:05 pm
- Forum: NES Music
- Topic: What the NES Would Sound Like if it Were an Atari 2600
- Replies: 31
- Views: 21365
- Wed Jan 26, 2011 11:48 pm
- Forum: General Stuff
- Topic: size of scrolling games
- Replies: 11
- Views: 3511
Wizards and Warriors III is pretty big. A quick estimate puts the number of screens at 760. Solar Jetman is pretty large too. Both games have fairly sophisticated physics engines as well. Dwedit, am I understanding correctly that Zelda II could potentially have over 2000 screens worth of side view a...
- Wed Jan 26, 2011 1:16 pm
- Forum: NES Graphics
- Topic: Some image conversions I made
- Replies: 94
- Views: 66926
- Wed Jan 26, 2011 10:56 am
- Forum: NES Graphics
- Topic: Some image conversions I made
- Replies: 94
- Views: 66926
There's also this . All of the demos linked to in this thread are awesome, but WOW! THIS demo is INCREDIBLY mind-blowing! My goodness! It was a immense shock to me when I loaded it up and experienced it in its entirety. I hope more people get a chance to see this. Oh, and http://img210.imageshack.u...
- Thu Jan 13, 2011 7:29 pm
- Forum: General Stuff
- Topic: SMB1: Jump the flag pole on stage 1-1
- Replies: 10
- Views: 4518
All-Stars runs in a 224-line mode, and the bottom row of cracked bricks is hidden. That might cause the trick not to work the same way. Whoa, are you sure? I could have sworn I used All-Stars to test emulators to see if they properly displayed all 239 lines. I may have to drag my SNES out of storag...
- Sun Dec 26, 2010 7:08 pm
- Forum: General Stuff
- Topic: Does MegaMan 7 "kickass"?
- Replies: 23
- Views: 8473
I really like it. I didn't play it when it was released, because too many other exciting things were happening in the world of video games. I wasn't too enthusiastic about the stage select format, either. Years later I had the chance to play and I was surprised at how much fun I was having. I also l...
- Sat Jul 17, 2010 6:27 am
- Forum: NESdev
- Topic: Final Fantasy NES: 4 distinct character palettes
- Replies: 13
- Views: 5161
- Fri Jul 16, 2010 5:30 pm
- Forum: NESdev
- Topic: Final Fantasy NES: 4 distinct character palettes
- Replies: 13
- Views: 5161
Making palette changes mid-frame in your own programs is already hard enough, hacking them into a commercial game would be hell. This is true. However, consider how much time and effort people have already devoted to hacking and researching Final Fantasy. It must have been hell for at least some of...
- Fri Jul 16, 2010 4:52 pm
- Forum: NESdev
- Topic: Final Fantasy NES: 4 distinct character palettes
- Replies: 13
- Views: 5161
- Fri Jul 16, 2010 9:20 am
- Forum: NESdev
- Topic: Final Fantasy NES: 4 distinct character palettes
- Replies: 13
- Views: 5161
I think in fact FF1 and FF2 uses two palettes for characters and two for weapons/effects (remember damage is shown in a caption box NOT sprites), and FF3 improved it to have weapons+effects+damage using one palette, leaving 3 for characters. So the best thing possible would be to hack FF1 to do it ...
- Thu Jul 15, 2010 6:37 pm
- Forum: NESdev
- Topic: Final Fantasy NES: 4 distinct character palettes
- Replies: 13
- Views: 5161
- Thu Jul 15, 2010 6:23 pm
- Forum: NESdev
- Topic: Final Fantasy NES: 4 distinct character palettes
- Replies: 13
- Views: 5161
Tried looking at what the palettes are currently used for? This is the response from that thread: ...the NES has only four object palettes and four background palettes; one foreground palette is needed for the weapons (and damage and the cursor), so with four characters you'd have to either have ev...
