Search found 33 matches
- Tue Sep 20, 2016 7:33 pm
- Forum: Newbie Help Center
- Topic: Nesasm not working?
- Replies: 20
- Views: 6798
Re: Nesasm not working?
Yeah I dunno, I guess I'm not cut out for the programming side, I've been spoiled by out of the out of box game engines. I just downloaded asm6 and nothing happens when I open the program file. Do this have to be open with the command as well? Everytime I read a thread or post I dont understand what...
- Tue Sep 20, 2016 7:00 pm
- Forum: Newbie Help Center
- Topic: Nesasm not working?
- Replies: 20
- Views: 6798
Re: Nesasm not working?
Thanks : ) I'll look into ASM6 or ca65. I dont really care which I use because starting off I have no idea what is what haha, but after reading I noticed people seem to like those two more. So good call
- Tue Sep 20, 2016 5:58 pm
- Forum: Newbie Help Center
- Topic: Nesasm not working?
- Replies: 20
- Views: 6798
Nesasm not working?
Hey guys, so I was gonna follow this tutorial I found online to try and get something working so I can test out my sprites. Although I've worked wit C# and Unity many times, I have no idea about developing for the NES or with assembler yet. Just learning. https://patater.com/gbaguy/day1n.htm Anyways...
- Wed Sep 14, 2016 8:41 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
This is the best forum, you guys know everythinggggg, thanks man. Always try to preview your graphics under blargg's NTSC filter (many emulator have it, but if for some reason you can't make a ROM with your graphics. I haven't tried to make a ROM, I do need to learn. I have worked with other stuff t...
- Wed Sep 14, 2016 6:23 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
I been wondering about that, if emulators affect the game somewhat. I've seen with a couple games the sprites arnt exactly how they are suppose to look. Minimal but notice things looking stretched almost by a pixel or two.
- Wed Sep 14, 2016 2:04 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
Another game that got away with using a lot of sprites per scanline is Felix the Cat... not only Felix can use all sorts of vehicles and attacks that consume a lot of sprites, but the game can only display 7 sprites per scanline instead of 8, because it uses a tall column of solid black sprites on ...
- Wed Sep 14, 2016 12:15 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
You can do that, but keep in mind that in the section where the top and the bottom overlap you're gonna have 4 sprites sharing the same scanlines, and that's half of your entire budget for a scanline, used by a single character. This is not necessarily bad, many games use a lot of sprites in a sing...
- Tue Sep 13, 2016 6:41 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
Yes. Haunted: Halloween '85 has a sprite page with 512 different 8x16 pixel sprite tiles, though only about 416 are used. And each of its levels has 300 to 500 8x8 pixel background tiles, though the data conversion tool ensures that more than 256 aren't used on the same 264-pixel sliding window (1 ...
- Tue Sep 13, 2016 5:48 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
Scrolling doesn't impact the design of the graphics very much, but scrolling in multiple directions can be complicated, and some programmers may ask artists to design the levels in more specific ways in order so the scrolling code can be simpler. If you plan to scroll in one axis only (either horiz...
- Tue Sep 13, 2016 5:41 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
That true! how can we forget the color palettes! lol I have that stuff stored in my brain now, should have thought to put it here.
- Tue Sep 13, 2016 5:18 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
Actually, I assume it is scrolling yes. In the question I mention ghostbusters II, that is because, the first two levels are similar to how I plan on my first two levels. One level is "run and gun" - go left or right, and the second level you are in a car, still the basic same type of scro...
- Tue Sep 13, 2016 4:41 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
If you're gonna be rewriting CHR-RAM or bankswitching CHR-ROM, the total number of tiles you can have is only limited by the final ROM size. These numbers you have are actually quite small considering that many games had 128KB (8192 tiles) or 256KB (16384 tiles) of CHR. Ah yes, I just tried to keep...
- Tue Sep 13, 2016 4:13 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
Very cool. OK so I hate to beat a dead horse, but I'm trying to give myself a "guideline template" if you will, to work within. This is obviously a dumb down over look, but hopefully serve as a kind of reference guide for someone more interested in the art limitations and not deep understa...
- Tue Sep 13, 2016 3:09 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
Nice, and that is what causes the flickering? or no?
- Tue Sep 13, 2016 1:12 pm
- Forum: NES Graphics
- Topic: MMC1-5 Graphic Limitations
- Replies: 35
- Views: 14969
Re: MMC1-5 Graphic Limitations
Well I choose the Nes because I WANT the restrictions. It's an interesting challenge. It's the whole reason I started this project. I plan on avoiding mmc5 anyway. I assume people think I'm trying to look for a way to get the most sprites possible, but that's not the case and defeats the purpose of ...