What we actually need at this point is this image running on actual hardware. What's often not taken into consideration when drawing graphics on the NES is what the end result looks like under NTSC on an actual TV. The difference can be substantial. The closest thing we can do (without an actual NES ROM of this) is to use blargg's ntsc filter library to see what the results "might" look like.WheelInventor wrote:Possibly a little overdetailed, but here's an update. I have trouble seeing on my laptop if the colour on the water reflection is ok or horrible. But I think it will be something roughly along these lines until other requirements demand cutdowns.
I tried to follow this rule for possible level mechanics this time:
2x2 tile platforms are proper solid, 1x with 90 degree corners are jump/drop-through solids, stuff that's just a thin cliff or the like is suppes to be air/background.
Are the above graphics available in any kind of format that's generally compatible with the NES, e.g. name table + attribute table + pattern table + palette data? If so, I can probably throw together a ROM of it. I can get video output from an actual NES as well. Tepples' Graphics Editor should be able to do all this with ease (and I'm happy to put in the time). In fact, since the source image is PNG, I think I can do it now... I'll give it a shot.