Search found 512 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...