Search found 512 matches

by darryl.revok
Sun Sep 27, 2015 7:50 pm
Forum: NES Graphics
Topic: NES games with the best animation
Replies: 34
Views: 16627

Re: NES games with the best animation

Maybe Prince of Persia I forgot about this one; it wasn't one that I played much. Interesting that the sprites in this game lack outlines. I started out trying that and it didn't really work for the art style I'm using. Aladdin was back ported from the SNES. I didn't even know this existed. So appa...
by darryl.revok
Sat Sep 26, 2015 7:52 pm
Forum: NES Graphics
Topic: NES games with the best animation
Replies: 34
Views: 16627

NES games with the best animation

I'm curious to find some of the best examples of quality animation on the NES console. Two that come to mind for me are Metal Storm and Moon Crystal. Wondering if there's anything on the same level in terms of smoothness of animation and frame rate.
by darryl.revok
Fri Sep 25, 2015 7:22 pm
Forum: General Stuff
Topic: so few programming the NES?
Replies: 32
Views: 5528

Re: so few programming the NES?

I'm curious to see if anything can come out of this that would up our development potential. I think everybody's brought up some good points so far. Maybe there should be more collaboration... or more posted source code, so not everyone has to rebuild a scrolling platformer from scratch every time. ...
by darryl.revok
Thu Sep 24, 2015 9:56 pm
Forum: General Stuff
Topic: so few programming the NES?
Replies: 32
Views: 5528

Re: so few programming the NES?

Espozo, just curious, did you make the "In the Hunt" for SNES demo I saw posted on Youtube a while back? Before I landed on NES, I was thinking about developing for SNES, looked up SNES homebrews and that was one of the first things I saw.
by darryl.revok
Thu Sep 24, 2015 8:11 pm
Forum: General Stuff
Topic: so few programming the NES?
Replies: 32
Views: 5528

Re: so few programming the NES?

The people who burn out usually don't finish anything at all. Good point. Or they stop at the demo stage as a lot of projects do. I used to think that the esoteric nature of the information pushed people away, but now that I'm doing the programming myself, that detailed information is extremely val...
by darryl.revok
Thu Sep 24, 2015 3:39 pm
Forum: General Stuff
Topic: so few programming the NES?
Replies: 32
Views: 5528

Re: so few programming the NES?

Just another small observation to add to this discussion. When NES games were still being developed commercially, you had companies who could continually reuse their efforts when necessary. If you're going to make a new game and you've already made several, no need in creating new scrolling code unl...
by darryl.revok
Wed Sep 23, 2015 4:07 pm
Forum: Newbie Help Center
Topic: Movement of the player a few tiles
Replies: 3
Views: 2247

Re: Movement of the player a few tiles

As I mentioned in the last thread, the problem is that you're using controller input to change the draw location of a single sprite. Your game object, as most game objects tend to be, is made up of more than one sprite. You need a variable for the X position of your object and a variable for the Y p...
by darryl.revok
Tue Sep 22, 2015 4:59 pm
Forum: NESdev
Topic: How to go about implementing background collision
Replies: 21
Views: 5711

Re: How to go about implementing background collision

Alright, it looks like turning the process of finding the player's position relative to the collision data into a subroutine and calling it for each button was all I needed to do. It seems to be working correctly now. This is a simplified way to do it, and you'll probably want to change some things...
by darryl.revok
Tue Sep 22, 2015 8:12 am
Forum: NESdev
Topic: How to go about implementing background collision
Replies: 21
Views: 5711

Re: How to go about implementing background collision

What I do now is look at all the tiles/blocks/metatiles from one end of the edge to the other, instead of adding more collision points. May I ask how you did this? I'm curious because I did the same sort of thing and I wonder if I went about it in a particularly logical way. This is what I did: TLD...
by darryl.revok
Tue Sep 22, 2015 8:00 am
Forum: NESdev
Topic: How to go about implementing background collision
Replies: 21
Views: 5711

Re: How to go about implementing background collision

Sorry I didn't get to this yesterday, but I'm going through and making some changes now. ]You're adjusting the player's position in Read(Up|Down|Left|Right), but using the old position from player_x(1|2)y(1|2) for collision detection. That means that your collisions are being detected a frame late, ...
by darryl.revok
Sun Sep 20, 2015 8:14 pm
Forum: NESdev
Topic: How to go about implementing background collision
Replies: 21
Views: 5711

Re: How to go about implementing background collision

I'm about to head out for the night but I'll check it out tomorrow if someone else hasn't fixed it. When you review what I wrote, just note I made two edits which pretty much negate one another. What I said the first time was correct. What I said on the first edit was wrong, and the second edit reda...
by darryl.revok
Sun Sep 20, 2015 7:26 pm
Forum: NESdev
Topic: How to go about implementing background collision
Replies: 21
Views: 5711

Re: How to go about implementing background collision

One tip I'll give you is to move only ONE axis, then check for collisions on that axis, then move the other axis and check for collisions on that axis. Do NOT move in both directions and then check for collisions. I don't know if you planned to do it that way, but I wasted about a day or so trying t...
by darryl.revok
Sat Sep 19, 2015 3:10 pm
Forum: Newbie Help Center
Topic: Collision with objects
Replies: 15
Views: 5085

Re: Collision with objects

Hmmm... some quick things. You are comparing your object's location against "background". So, when it does that compare, it goes to the location background and pulls the first byte, which in this case is 00. That's why it always beeps when you cross zero. I'm not sure exactly what you're t...
by darryl.revok
Tue Sep 15, 2015 5:48 pm
Forum: NES Graphics
Topic: First Sprite Designs - Opinions?
Replies: 131
Views: 44094

Re: First Sprite Designs - Opinions?

Thank you for the response. I set it up to have 6 variables for bank numbers of the 6 CHR windows, and I just swap them in each NMI indiscriminately. Is that pretty typical?
by darryl.revok
Tue Sep 15, 2015 3:14 am
Forum: NES Graphics
Topic: First Sprite Designs - Opinions?
Replies: 131
Views: 44094

Re: First Sprite Designs - Opinions?

Well, I got basic CHR switching for sprites functioning. I ran into one issue that I didn't anticipate, however. Due to the instantaneous nature of bank swapping, switching banks during game logic resulted in the existing sprites on screen being drawn with incorrect tiles momentarily. At first it lo...