Yeah, but without the terribly complex PPU features (extended attributes, increased number of BKG tiles and SPR tiles). What I described might be possible to implement without much cost.Bregalad wrote:What you describe furiously reminds me the MMC5.
Of course, great games were made with simple or no mapper hardware in the past.Also, remember that a game is something else than its mapper.
I don't know, I'd say it's imossible to make a water effect like that in the Sonic games without a scanline counter. Even if you menaged to set up a sprite 0 hit, you'd have to waste a lot of time waiting for it to happen, something that would slow the hell out of the game. If only Nintendo had decided to generate an IRQ on sprite 0 hits (like someone said), that would already help a lot.People here seem to only talk about mappers and all, but you can do a decent amount of raster effect with mapper 0 without much problem, it just is a little harder.
It allows for interesting graphical effects without the need to sacrifice other aspects of your game.In fact a scanline IRQ counter only make things easier for the programmer, but it doesn't allow the impossible..
I once thought about using it too, but I ended up giving up on a few things, and settled for the MMC3. The background will not be as detailed as I'd like, and the sprites will not have as much animation, but it's still all good. The MMC5 is much more than a mapper, it is able to modify the console in so many ways, like in an attempt to make it less outdated.I was going to make a MMC5 RPG back then but I moved to a smaller project to increase my chances of success. Once it's done I'll do a RPG for sure but I don't know if I will do it on MMC5 as planned or if I'll move to a simpler mapper. It depends if I want to sell the game or not, currently I don't know much about selling NES game so I don't care for this, but in the future this may change.