Search found 222 matches

by Marscaleb
Thu Jan 31, 2019 6:12 pm
Forum: Other Retro Dev
Topic: Forest Scene (WIP)
Replies: 18
Views: 28707

Re: Forest Scene (WIP)

It also seems to imply the trees are either sparsely populated or that the scenario is situated just at the edge of a forest, but you could, if you wanted to, work around that by criscrossing parts of the foreground with shadows from objects not seen in front of the camera but are casting shadows t...
by Marscaleb
Mon Jan 28, 2019 12:15 pm
Forum: Other Retro Dev
Topic: Forest Scene (WIP)
Replies: 18
Views: 28707

Re: Forest Scene (WIP)

Update! https://i.imgur.com/FqY74aW.png https://i.imgur.com/seA5MTS.png I tweaked the color for the tree bark to help it stand out against the dirt. Making the canopy has been a huge challenge; I had to try several different methods before I got to one that felt passable. Even now, I feel like I nee...
by Marscaleb
Sun Jan 27, 2019 7:13 pm
Forum: NES Music
Topic: Editing music in Zelda 2 - The Adventure Of Link
Replies: 10
Views: 14269

Re: Editing music in Zelda 2 - The Adventure Of Link

dougeff wrote: Find the music data, and just corrupt it and see what happens.

Do it! DO IT!!!!
by Marscaleb
Mon Jan 14, 2019 4:25 pm
Forum: Other Retro Dev
Topic: Forest Scene (WIP)
Replies: 18
Views: 28707

Re: Forest Scene (WIP)

The colors are a bit boring. If you must use the same palette for trees and ground, maybe it would help to use fewer bright pixels for trees, to get some more contrast between trees and ground. The trees are a different color from the ground, but yeah, they look very similar. The colors aren't real...
by Marscaleb
Mon Jan 14, 2019 8:36 am
Forum: Other Retro Dev
Topic: Forest Scene (WIP)
Replies: 18
Views: 28707

Re: Forest Scene (WIP)

Uhg, it's taken me three months but I'm finally able to work on this again.
Here's some trees, or at least some bark.

Image
by Marscaleb
Sat Jan 12, 2019 5:09 pm
Forum: General Stuff
Topic: How did Konami do this?
Replies: 24
Views: 14007

Re: How did Konami do this?

93143 wrote:
Perhaps their relationship with Rare was so good because Rare didn't do that...
That made me laugh. Thank you.
by Marscaleb
Wed Oct 03, 2018 5:55 pm
Forum: Other Retro Dev
Topic: Forest Scene (WIP)
Replies: 18
Views: 28707

Re: Forest Scene (WIP)

So I already knew I wasn't going to have much time these last couple weeks, so I decided to make some water instead of starting on the trees. Here's a sample with a water tile: https://i.imgur.com/5qop4c7.png And here it is a detail with the water animated: https://i.imgur.com/o9mzCtd.gif It uses th...
by Marscaleb
Tue Sep 04, 2018 2:52 pm
Forum: Other Retro Dev
Topic: Forest Scene (WIP)
Replies: 18
Views: 28707

Forest Scene (WIP)

I'm working on a forest scene. I've only got the dirt tiles made so far, but I'm sharing it because I'd like some feedback. Please critique it openly; I welcome all feedback. Tell me what's wrong; make me cry. I already see dozens of errors, but I've been staring at it too long so I can't tell what ...
by Marscaleb
Wed Aug 08, 2018 5:19 pm
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 28
Views: 37391

Re: Sprites: SNES vs Genesis

Ahh, I see my mistake now. Although it can share data with the background, there is still only 16K that can be used as sprites. Wait, does that really come out to only two banks of 256 tiles? That's only double what the NES can store; that's outrageous. How did even half the games I've played even f...
by Marscaleb
Wed Aug 08, 2018 1:05 am
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 28
Views: 37391

Re: Sprites: SNES vs Genesis

They both are looking at the same amount of memory for sprites ...no? The SNES can only address 16 KB of sprite tile data at a time. Mid-frame OBSEL writes are very difficult to use for anything other than faking a BG layer with sprites, because of how hard it is to make sure the data you want is a...
by Marscaleb
Tue Aug 07, 2018 1:35 pm
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 28
Views: 37391

Re: Sprites: SNES vs Genesis

So from looking at the stats, the SNES seems to beat the Genesis in terms of sprites. But there's one thing I'm still left to wonder. Why then, was it so much more common to see things built out several smaller sprites on the Genesis than the SNES? Was this just a style thing? Or was there some othe...
by Marscaleb
Sun Jul 29, 2018 7:11 pm
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 28
Views: 37391

Re: Sprites: SNES vs Genesis

Genesis: 64 KiB; always shared with background Super NES: 16 KiB out of 64 KiB; can optionally be changed mid-screen or shared with background That sounds needlessly complicated without offering any real advantages. If the SNES can just operate with 64 KiB shared with the background, why would you ...
by Marscaleb
Sun Jul 29, 2018 1:11 am
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 28
Views: 37391

Sprites: SNES vs Genesis

I was thinking about 16-bit systems lately, which mostly comes down to the SNES versus the Sega Genesis/Mega Drive. And today, actually I was just thinking about rendering sprites. Wasn't that one of the categories where Sega beat Nintendo hands down? Or was it not so hands-down, or am I mistaken en...
by Marscaleb
Fri Jun 01, 2018 12:00 am
Forum: Other Retro Dev
Topic: SNES-ish pixel art character: elf girl
Replies: 3
Views: 9465

Re: SNES-ish pixel art character: elf girl

I've tried redrawing the sprite using some earlier sketches as a reference.
Not really sure if I like this version better.

Image
by Marscaleb
Wed May 30, 2018 10:44 pm
Forum: Other Retro Dev
Topic: SNES-ish pixel art character: elf girl
Replies: 3
Views: 9465

SNES-ish pixel art character: elf girl

I've been working on some pixel art for a character, roughly following some 16-bit guidelines. I feel like increasing the resolution to 40 pixels high helped out a lot compared to my earlier version , but I feel like this is still not up to par. I appreciate any feedback. Be critical. Rip my work to...