Re: Newcomer to NES programming
Posted: Sun Nov 02, 2014 3:35 pm
Hi, made an account because this is looking great.

Here's the optimizations you can (choose to) make if you decide to go 8x8:
- Obviously the removal of symmetrical tiles, vertically or horizontally.
- As Kasumi says, you can remove the head tops for the right-facing sprites if you move them upwards and offset them down at render.
- As DragonDePlantino suggests, you may re-use head tops for swimming.
( You may not, however, remove 90* rotations. )
- The longer sword could use the "swish" effects from the shorter one. Just a loss of a line of pixels.
- The third frame of the "falling into a pit" animation could be replaced by the smallest of the three leaf/feather sprites.
- The fourth frame could be modified to also work as the smallest piece of the snake boss.
- Shaving the top off the bouncy gooey thing saves a tile, I've modified the shine to fit.
- Apply Ms. Felis's optimizations to the pigman.
- If you slightly modify the big horned pig monster's top tiles for his left half, you can use it as the top for his right half. I've made this edit (shoulder pixel).
- The bottom-right of the fire could be replaced by a flipped bottom-left.
(Choices) for the BG tiles:
- I personally doubt you'll ever need a semicolon, and probably not quotes either. Maybe even parentheses.
- You could conflate the S and 5 glyphs, along with 8 and B.
If you go with all of these changes, you will have gained 42 extra tiles: 37 sprite, 5 background.
The snake you made will take up 6 tiles instead of 7, leaving you with 31 sprite tiles. That's probably enough for 2 bosses or 5 enemies.


Here's the optimizations you can (choose to) make if you decide to go 8x8:
- Obviously the removal of symmetrical tiles, vertically or horizontally.
- As Kasumi says, you can remove the head tops for the right-facing sprites if you move them upwards and offset them down at render.
- As DragonDePlantino suggests, you may re-use head tops for swimming.
( You may not, however, remove 90* rotations. )
- The longer sword could use the "swish" effects from the shorter one. Just a loss of a line of pixels.
- The third frame of the "falling into a pit" animation could be replaced by the smallest of the three leaf/feather sprites.
- The fourth frame could be modified to also work as the smallest piece of the snake boss.
- Shaving the top off the bouncy gooey thing saves a tile, I've modified the shine to fit.
- Apply Ms. Felis's optimizations to the pigman.
- If you slightly modify the big horned pig monster's top tiles for his left half, you can use it as the top for his right half. I've made this edit (shoulder pixel).
- The bottom-right of the fire could be replaced by a flipped bottom-left.
(Choices) for the BG tiles:
- I personally doubt you'll ever need a semicolon, and probably not quotes either. Maybe even parentheses.
- You could conflate the S and 5 glyphs, along with 8 and B.
If you go with all of these changes, you will have gained 42 extra tiles: 37 sprite, 5 background.
The snake you made will take up 6 tiles instead of 7, leaving you with 31 sprite tiles. That's probably enough for 2 bosses or 5 enemies.




