Search found 512 matches

by darryl.revok
Mon Sep 14, 2015 9:15 pm
Forum: NES Graphics
Topic: First Sprite Designs - Opinions?
Replies: 131
Views: 44094

Re: First Sprite Designs - Opinions?

Okay, so I've got to the point that I have a a very early functional prototype of my game engine, with SMB3 style four-way scrolling, object collision, background collision, rudimentary player controls and some basic sprite flickering. I'm to the point now that I need to add CHR bank switching for s...
by darryl.revok
Fri Sep 11, 2015 7:04 am
Forum: NESdev
Topic: Reverse engineering Mega Man
Replies: 36
Views: 10485

Re: Reverse engineering Mega Man

This is probably a dumb question, but Mega Man's physics work with a viewport of 240 lines, right? FCEUX by default draws 224 lines, so reverse engineering that involved the Y coordinate in combination with screenshot comparison values probably has to be redone. Shouldn't matter. The aspect ratio o...
by darryl.revok
Wed Sep 09, 2015 8:26 pm
Forum: Newbie Help Center
Topic: Collision with objects
Replies: 15
Views: 5085

Re: Collision with objects

Are you using $0200-$02XX for Sprite OAM? (I'm going to proceed in my code assessment as if you are. I think you are) If so, you wouldn't typically use that address as your actual object location. Usually, game objects are made of multiple sprites, and the draw locations for the individual sprites a...
by darryl.revok
Tue Sep 08, 2015 2:59 am
Forum: General Stuff
Topic: Dracula = "The Count" in "Castlevania"
Replies: 65
Views: 12712

Re: Dracula = "The Count" in "Castlevania"

The point I'm getting at is that game companies at the time generally did not feel that the localizations needed that much effort. I don't wanna get wrapped up in this I promise. :) (Although the audio stuff was interesting) Lots of different reasons one person could decide or be told one day to cal...
by darryl.revok
Tue Sep 08, 2015 1:49 am
Forum: General Stuff
Topic: Dracula = "The Count" in "Castlevania"
Replies: 65
Views: 12712

Re: Dracula = "The Count" in "Castlevania"

I don't think they put as much thought into localization and translating games of this era as you're giving them credit for. Even games by fantastic developers like Konami and Capcom were not except. "You now prossess Dracula's rib." "I feel asleep!!" "Congraturation this st...
by darryl.revok
Fri Sep 04, 2015 11:15 am
Forum: NES Hardware and Flash Equipment
Topic: Where can I buy a PowerPak? Are they discontinued?
Replies: 13
Views: 4005

Re: Where can I buy a PowerPak? Are they discontinued?

For the sake of hoping they go to homebrewers, I wanted to post that EverDrives are currently available. I just picked one up to replace my much missed PowerPak, and there are now four left. I'm not sure if the EverDrives are available more frequently than the PowerPaks, but considering how many tim...
by darryl.revok
Sun Aug 30, 2015 5:03 pm
Forum: Homebrew Projects
Topic: Vigilante Ninja (edit)
Replies: 290
Views: 115021

Re: Vigilante Ninja (edit)

Hey I got around to playing this and it was pretty cool. Nice start! I really liked the white enemies with their mouths wide open and the boss rabbit. Cool characters. My biggest suggestion would be something with the jump mechanics. I'm not sure exactly what, because I see that the way he jumps is ...
by darryl.revok
Tue Aug 25, 2015 11:20 pm
Forum: NESdev
Topic: Background compression: How to do it right?
Replies: 13
Views: 4350

Re: Background compression: How to do it right?

The two background parts are two screens wide and are repeated when the level scrolls. If what you mean by this, is that two screen will simply repeat, you can do this very easily. Just draw two nametables. No complex scrolling code at all, for that part. The parallax effect will take some work, es...
by darryl.revok
Mon Aug 24, 2015 9:32 am
Forum: SNESdev
Topic: Enjoying your froyo?
Replies: 279
Views: 57438

Re: SNES Tilemap Editor?

Why such SNES hate? Personally, I always disliked the Genesis. The poor color rendition and the extremely limited tonal qualities to it's sound were a huge downfall to me. Don't get me wrong, I enjoyed some of the games on the system but I generally enjoyed them in spite of the system. I'm curious w...
by darryl.revok
Mon Aug 24, 2015 9:10 am
Forum: NESdev
Topic: Background compression: How to do it right?
Replies: 13
Views: 4350

Re: Background compression: How to do it right?

number_of_different_metatiles * 4 bytes plus all the attribute values. Your color values will generally be tied to the metatile. At least this is how I did it. You only need two bits for color, but those have to go somewhere, so it's a good idea to share that byte with collision data. attributeAddr...
by darryl.revok
Sun Aug 23, 2015 7:29 pm
Forum: NESdev
Topic: Background compression: How to do it right?
Replies: 13
Views: 4350

Re: Background compression: How to do it right?

Actually, if you're using vertical mirroring I don't think you'd need to do anything near as complicated as I described. You should be able to draw full attributes off-screen in intervals of 32 pixel scrolls. Then I'd imagine you'd just ORA the four color bytes from your different metatiles. It's st...
by darryl.revok
Sun Aug 23, 2015 6:49 pm
Forum: NESdev
Topic: Background compression: How to do it right?
Replies: 13
Views: 4350

Re: Background compression: How to do it right?

I don't know if what I did was "good" so I hope someone will correct if I give bad advice, but what I did was something like this: (my metatile engine draws in vertical columns as they come on the screen) Set a variable as 11001100 or 00110011 depending on whether the attribute is on a mul...
by darryl.revok
Sun Aug 23, 2015 6:26 pm
Forum: NESdev
Topic: Background compression: How to do it right?
Replies: 13
Views: 4350

Re: Background compression: How to do it right?

I think that I will not save the individual tiles, but abstract values that stand for a 16 x 16 element. This way, I can save 3/4 of the space. How do I do this best? Do I declare a two-dimensional array where the Y dimension is the abstract value and the X dimension has four entries for each actua...
by darryl.revok
Sun Aug 16, 2015 5:48 pm
Forum: SNESdev
Topic: How do you know if your code is structured well enough?
Replies: 55
Views: 11160

Re: How do you know if your code is structured well enough?

Have we finally decided that it's much easier to just load and store than to pull and push and do a bunch of other nonsense? To my n00bish understanding I believe it's situational. There are benefits to using the stack and downsides. There are times when the stack is the best option for doing somet...
by darryl.revok
Sun Aug 16, 2015 5:27 pm
Forum: NES Graphics
Topic: Pixel artist looking for partner
Replies: 65
Views: 68426

Re: Pixel artist looking for partner

And yes, I think I can manage with the restriction of the NES, however I would need a little help here and there, the wiki wasn't too informative about this part. (Or maybe it's more simple than I think.) If you stuck to the palette and three colors, I'd imagine the developer would be the one trans...