That's why I wouldn't even consider it unless there is a clear split in the graphics where I disable rendering for few lines to change (like parallax or sprite 0 hits)tokumaru wrote: Those are really hard to pull off on the NES, and several restrictions apply.
Search found 101 matches
- Tue Jun 06, 2017 5:25 pm
- Forum: NES Graphics
- Topic: BMP to Nametable + Sprites Layers
- Replies: 6
- Views: 5149
Re: BMP to Nametable + Sprites Layers
- Tue Jun 06, 2017 3:45 pm
- Forum: NES Graphics
- Topic: BMP to Nametable + Sprites Layers
- Replies: 6
- Views: 5149
Re: BMP to Nametable + Sprites Layers
What kind of game are you making? That sprite looks like it almost takes up 8 sprites per line. That sprite was used on an earlier project and shows what I had to do manually to create the color layers needed to approximate the image. It was close to 8 sprites per line, but didn't matter for that p...
- Tue Jun 06, 2017 1:58 pm
- Forum: NES Graphics
- Topic: BMP to Nametable + Sprites Layers
- Replies: 6
- Views: 5149
BMP to Nametable + Sprites Layers
Is there a tool out there that could take a bitmap and generate a an "optimal" combination of background and sprite layers that could be used to construct that image? I've been trying to use NES Screen Tool and YY-CHR, but it only handles the background and in most cases it doesn't do colo...
- Wed May 17, 2017 5:07 pm
- Forum: Newbie Help Center
- Topic: Insights on Backgrounds Pixel Changes?
- Replies: 12
- Views: 3711
Re: Insights on Backgrounds Pixel Changes?
I finished a small test program for the concept. It only has 16 breakable tiles for the moment, but I hope to increase this to at least 240. It's also not as robust or as efficient as I'd like, but it's good for now. Here is a general steps of how it works. 1. Change Bullet Position 2. Find Breakabl...
- Thu May 11, 2017 3:03 pm
- Forum: Newbie Help Center
- Topic: Insights on Backgrounds Pixel Changes?
- Replies: 12
- Views: 3711
Re: Insights on Backgrounds Pixel Changes?
Thank you everyone. I should have enough to build a small test case with a few destructible tiles. Give me a day or two and I'll see what I come up with.
- Thu May 11, 2017 10:31 am
- Forum: Newbie Help Center
- Topic: Insights on Backgrounds Pixel Changes?
- Replies: 12
- Views: 3711
Re: Insights on Backgrounds Pixel Changes?
I just replaced the content of the original post to reflect the question I wanted to ask. This time I typed it in Notepad then copy-paste
- Thu May 11, 2017 7:21 am
- Forum: Newbie Help Center
- Topic: Insights on Backgrounds Pixel Changes?
- Replies: 12
- Views: 3711
Insights on Backgrounds Pixel Changes?
I am looking for insights on how to make single pixel changes to a background. If I have an 8 byte mask, I want to apply it to the 16 bytes (2 layers of 8) tile and get a new replacement tile. Think of it like BreakOut but on a pixel level. The challenge is that the NES isn't really designed to do t...
- Mon Apr 24, 2017 10:06 am
- Forum: Homebrew Projects
- Topic: My First Project
- Replies: 4
- Views: 4085
Re: My First Project
FCEUX's "Record AVI" function might slow down your computer with all the disk access, but it doesn't record the lag, the output will be frame-perfect. I tried for a couple of hours and this was not my experience, playback was always skipping frames when I recorded uncompressed AVI. I was ...
- Mon Apr 24, 2017 7:42 am
- Forum: Homebrew Projects
- Topic: My First Project
- Replies: 4
- Views: 4085
My First Project
I want to thank everyone on this forum for all their help while I attempted to complete my first NES Programming Project. It took me a good 50 hours of hitting the steep learning curve, but I was able to complete it last weekend. The project was a gift to the local brick-and-mortar retro-gaming stor...
- Mon Apr 17, 2017 7:51 am
- Forum: Newbie Help Center
- Topic: In Game Physics, A Better Algorithm?
- Replies: 1
- Views: 1324
In Game Physics, A Better Algorithm?
I am trying to add a physics engine to a game I am making. I defined the entity state by the following 16 BYTE VECTOR : Position X => 2 BYTES (X and X.Sub) Velocity X => 3 BYTES (VX, VX.Sub, VX.Direction) Acceleration X => 3 BYTES (AX, AX.Sub, AX.Direction) Position Y => 2 BYTES (Y and Y.Sub) Veloci...
- Fri Apr 14, 2017 1:25 pm
- Forum: Newbie Help Center
- Topic: SMB Power Up Animation Cycle
- Replies: 2
- Views: 1478
SMB Power Up Animation Cycle
I'm trying to replicate the Power Up animation in SMB1, but having difficulties getting the frame cycle down. At first I thought it was just cycling through the big and small mario sprite, at equal frame intervals but it seems thats not the case. It seems to ramp up quickly, then slow down. Any advi...
- Wed Apr 12, 2017 9:26 am
- Forum: Newbie Help Center
- Topic: NES Screen Tool Importing Tiles?
- Replies: 3
- Views: 1777
Re: NES Screen Tool Importing Tiles?
Well that is convoluted and counter intuitive.
- Tue Apr 11, 2017 9:44 am
- Forum: Newbie Help Center
- Topic: NES Screen Tool Importing Tiles?
- Replies: 3
- Views: 1777
NES Screen Tool Importing Tiles?
In NES Screen how do you import a selection of tiles from a ROM file? I do not want the whole chr bank in the ROM, only a few tiles (ex the alphabet in SMB). But, when I try the Import option it replaces the entire bank amd destroys all my previous work.
- Mon Apr 10, 2017 9:14 am
- Forum: Newbie Help Center
- Topic: Screen Transitioning
- Replies: 8
- Views: 2852
Re: Screen Transitioning
Thank you everyone. When I got a chance to play with it, I found all I had to to do was add a few lines to the EnableRendering NMI Code LBL.NMI.EnableRendering: LDA #%00011110 STA $2001 LDA VAR.NMIState.Wait STA VAR.NMIState ;******New Code************** LDA #%10010000 ; enable NMI, sprites from Pat...
- Fri Apr 07, 2017 11:13 am
- Forum: Newbie Help Center
- Topic: Screen Transitioning
- Replies: 8
- Views: 2852
Re: Screen Transitioning
After writing to the PPU with $2006 the scroll position has been overwritten and you need to restore it, usually with two writes to $2005, which will take effect at the end of the next vblank. Your program does not appear to write to $2005 at all? I wasn't trying to attempt scrolling during the tra...