Search found 222 matches

by Marscaleb
Thu Jan 14, 2016 11:10 pm
Forum: NES Graphics
Topic: Feedback request: Tileset
Replies: 68
Views: 30810

Re: Feedback request: Tileset

I decided to break from the environment tiles this week to work on some sprites. I'm got three variations for a possible main character, and three enemies I cobbled up today. Also a coin and a sample HUD that I made a month ago. http://eightballgaming.com/img/Sample003.png http://eightballgaming.com...
by Marscaleb
Mon Jan 11, 2016 3:17 am
Forum: NES Graphics
Topic: Feedback request: Tileset
Replies: 68
Views: 30810

Re: Feedback request: Tileset

Second, what in the world is going on with the trees in the background? They're outlined in red. Ain't exactly a lot of brown on the NES, you know. ;) But in all seriousness, if you could suggest a better palette, please do. But I personally am really trying to avoid using the same palette for a ba...
by Marscaleb
Sat Jan 09, 2016 11:54 pm
Forum: NES Graphics
Topic: Feedback request: Tileset
Replies: 68
Views: 30810

Re: Feedback request: Tileset

I have a second tileset I would appreciate feedback on. I have a few details I haven't wrapped up, but it's late and I wanted to get this posted before I went to bed. So right now I only have like four squares of the ground finished, so I haven't bothered packing into the PPU space. (I guess it's be...
by Marscaleb
Tue Jan 05, 2016 1:14 am
Forum: NES Graphics
Topic: Feedback request: Tileset
Replies: 68
Views: 30810

Re: Feedback request: Tileset

Espozo wrote:I thought I'd try and improve the tree:
Tree.png
Dang. You, sir*, are very talented.
If I had money, I would strongly consider hiring you to help me with my art.

*Or madam, I don't know you.
by Marscaleb
Sat Jan 02, 2016 7:11 pm
Forum: NES Graphics
Topic: Feedback request: Tileset
Replies: 68
Views: 30810

Re: Feedback request: Tileset

Noted, noted, noted, and noted. Keep 'em coming! And feel free to bring up things others have mentioned; otherwise I just think one person thought that. Rocks are pretty good, but look a little too repetitious also. Try drawing over some of the grid lines. See if you can hide the grid, at least some...
by Marscaleb
Sat Jan 02, 2016 6:42 pm
Forum: NESdev
Topic: I don't understand: vertical mapping
Replies: 24
Views: 6174

Re: I don't understand: vertical mapping

If you really want to go for 100% faithful recreation (as far as graphics goes -- it's hard to claim faithfulness when it comes to how much processing power is used, unless you actually write an NES game), why not write a simple PPU emulator? That'd force you to go by the limitations. Basically you...
by Marscaleb
Sat Jan 02, 2016 6:05 pm
Forum: NES Graphics
Topic: Feedback request: Tileset
Replies: 68
Views: 30810

Feedback request: Tileset

I've been putting together this tileset and I'd like to get some feedback. Please be honest; it's better to face the harsh criticism early than before I'm committed. The sample scene shown here is for a Castlevania-inspired game. I'm anticipating the game to use CHR-ROM, so I am trying to fit all th...
by Marscaleb
Sat Jan 02, 2016 5:45 pm
Forum: NESdev
Topic: I don't understand: vertical mapping
Replies: 24
Views: 6174

Re: I don't understand: vertical mapping

so there aren't any actual reasons for you to avoid that, specially considering that you're only simulating the constraints of the NES and not actually dealing with them. Yeah, but at this point I'm trying to achieve 100% faithful NES recreation. No point in going this far just to back down now. I ...
by Marscaleb
Thu Dec 31, 2015 6:46 pm
Forum: NESdev
Topic: I don't understand: vertical mapping
Replies: 24
Views: 6174

I don't understand: vertical mapping

I've been thinking about the limitations of the NES so as to properly emulate them, and there is something I simply don't understand. Vertical mapping. By which I mean, when the image map for the background is drawn to fill a vertical space. (If I have the term wrong please correct me.) I want to av...
by Marscaleb
Sun Dec 13, 2015 8:22 pm
Forum: NESdev
Topic: NES and framerate
Replies: 33
Views: 10029

Re: NES and framerate

I'm not an expert on TVs, but you shouldn't be talking about misconceptions when you clearly don't know much about how they work either. AFAIK, the typical CRT will do a full scan from the top left to the bottom right of the screen to draw one field, and go back to the top left to draw the second f...
by Marscaleb
Sun Dec 13, 2015 7:15 pm
Forum: NESdev
Topic: NES and framerate
Replies: 33
Views: 10029

Re: NES and framerate

Okay, this is bugging the crap out of me. TV's don't operate at 60 fps. This is a misconception of how interlaced signals work. They do not send two different frames, they have one frame that is divided into two parts. While you could *sort of* claim that's 60 images per second, it's actually 60 hal...
by Marscaleb
Sat Dec 12, 2015 11:23 pm
Forum: NESdev
Topic: NES and framerate
Replies: 33
Views: 10029

NES and framerate

I was thinking about framerate today. Exactly what framerate did the NES operate at? Okay, the short answer is probably going to be 30 fps or 29.97 fps (assuming we are talking about the NTSC version) but I'm really interested in a lot of gooey details that come along with this subject. The way fram...
by Marscaleb
Fri Nov 27, 2015 2:59 pm
Forum: NES Graphics
Topic: A more accurate NES palette?
Replies: 61
Views: 81214

Re: A more accurate NES palette?

Just use Drag's generator and pick some values that look good to you, and stop worrying about it—there's nothing you can do to control it otherwise. That's a handy little tool. Does is have any documentation? I'm not quite sure what the values I'm tweaking are doing; it would be nice to read some f...
by Marscaleb
Fri Nov 27, 2015 1:18 am
Forum: NES Graphics
Topic: A more accurate NES palette?
Replies: 61
Views: 81214

A more accurate NES palette?

I was drawing out some NES art when I started noticing some discrepencies between the palette I was using and the colors being used in various NES images I was sampling. For example, comparing this image: http://drag.wootest.net/misc/nespalette.png to this one: http://dev.bowdenweb.com/nes/a/i/nes-c...
by Marscaleb
Tue Sep 15, 2015 2:18 am
Forum: NESdev
Topic: Recreating NES limits; loading tiles
Replies: 45
Views: 14044

Re: Recreating NES limits; loading tiles

For SMB3, I'm pretty sure it has to do with the status bar. If the name tables were arranged vertically, it would be harder to divide the small vertical space (240 pixels) in a scrolling gameplay area and a status bar area. With the name tables arranged vertically, there's a lot of vertical space t...