Search found 23 matches
- Sun Jan 12, 2014 5:16 am
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Re: Questions about NES Graphics Limitations
The only real limitation is that the finest chunks an existing mapper can swap are 1KB (i.e. 64 tiles). If you don't want to change 64 tiles at once, you'll have to repeat the tiles you don't want to change across different 1KB chunks, wasting memory. So if I grab one tile from the rom, I have to g...
- Sat Jan 11, 2014 9:47 pm
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Re: Questions about NES Graphics Limitations
Thanks a lot for all your help, guys. I'm making a lot of progress, and I've learned a lot from this thread: -Some games have four-direction scrolling without artifacts by adding extra memory. -Pixel aspect ratio is 8:7. -Scrolling can be changed between scanlines -Color emphasis can be changed betw...
- Sun Dec 22, 2013 2:14 am
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Re: Questions about NES Graphics Limitations
What would happen if you use your water palette for the mountain in the back? In the real world, the reason bodies of water appear blue is that they reflect the blue sky. Nor do clouds move anything like that. And are the tree stumps higher in the back? Ah, that isn't exactly what I meant. Switchin...
- Sat Dec 21, 2013 3:38 am
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Re: Questions about NES Graphics Limitations
You could also scroll at least one of these sections vertically as well, but that could also cause a flickering line between sections if the lines around the split aren't all one solid color. I think Super Mario Bros 3 did this. In level 3-3, the status bar didn't scroll, the water scrolled horizon...
- Fri Dec 20, 2013 11:11 pm
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Re: Questions about NES Graphics Limitations
I quickly whipped up an ugly boss monster just for example scrolling.png. Here, the screen is broken into four sections that have different rates of horizontal scrolling. I believe the GI Joe game does exactly this, but I don't know whether that game uses any special hardware. Regarding parallax eff...
- Fri Dec 20, 2013 11:10 pm
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Re: Questions about NES Graphics Limitations
Thanks, everyone. The impression I'm getting from many of these posts is that any given horizontal span of pixels represents a certain amount of processing time. This is a really unusual way of thinking for me. Yes, but you don't need to have all animation frames mapped in at all times. NES games wi...
- Fri Dec 20, 2013 6:35 am
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Re: Questions about NES Graphics Limitations
Thank you very much for your help. I've already learned a lot. I had no idea that pixels had a ratio of 8:7. I wonder if I'll be able to find a way to replicate this. AIUI, it isn't really possible to change color palettes per scanline. The amount of time it takes to change a single palette entry ((...
- Thu Dec 19, 2013 9:31 pm
- Forum: NES Graphics
- Topic: Questions about NES Graphics Limitations
- Replies: 91
- Views: 33002
Questions about NES Graphics Limitations
I am not an NES developer. I am, however, developing a game that will imitate the visual aesthetic of the NES. I may opt to ignore some of the system's limitations, but I would like to understand exactly what these limitations are before I choose which ones to ignore. The system's capabilities as I ...