Are you trying to make a DDR Dance off?
That'd be 8).
If four power pads would work I take it 4 zappers would work?
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Considering that the background is just a plain color, it should be possible to draw the arrows using the name tables. You'd need to have all vertical positions of an arrow pre-rendered twice: 1 set for when the red arrows are on the blank background and another for when they're over the gray arrows. In fact, if they all move in sync you could even get away with just the red-over-gray set, and move everything below the gray arrows by splitting the screen.tepples wrote:Four player DDR would have a problem: Too many sprites.
Arrows come in four colors:tokumaru wrote:Considering that the background is just a plain color, it should be possible to draw the arrows using the name tables. You'd need to have all vertical positions of an arrow pre-rendered twice: 1 set for when the red arrows are on the blank background and another for when they're over the gray arrows.tepples wrote:Four player DDR would have a problem: Too many sprites.
Before the round starts, each player can choose between moving them at 1x, 1.5x, 2x, 3x, or 4x speed. If the player chooses a faster speed, the arrows are spaced more widely so that they end up at the receptors at the same time. For this reason, experts tend to find speeds faster than 1x easier to read in a song with a lot of overlaps such as bag. Different players can choose different speed mods, as seen here (left 4x, right 3x).In fact, if they all move in sync
I don't know where you are getting this from. The logic behind DDR games is so simple that even an Atari 2600 could do it at 60fps. Moving arrows up and checking if buttons are pressed at the correct times is way simpler than scrolling a level map while moving lots of creatures that interact with each other in a world with simulated physics, and the NES had a lot of games doing the latter running at 60fps.nothingnew wrote:DDR on the NES would be kind of pointless anyways since the frame rates would be too unstable to have any sort of accurate playing.
The point of a discussion is to determine what necessarily causes a problem and what avoidances would be rejected as a Porting Disaster by regular DDR players. For example, Donkey Kong for NES leaves out the "cement pie factory" stage, but that didn't elicit cries of "ruined forever". I had to leave hold and multiple previews out of a previous puzzle game project due to control and palette issues, but I solved that by setting up the randomizer and scoring so that hold isn't needed to make a phat combo. This made it a good game in its own right. But leaving out preview entirely wasn't worth it, and neither was introducing unreasonable delays in line clearing (due to VRAM bandwidth issues) or making one player's piece flicker all the time (due to the OAM DRAM refresh glitch).UncleSporky wrote:I don't see why you can't just avoid everything that causes a problem.
The ends of both Afronova heavy and Max 300 heavy have double-taps 2/3 of a beat apart, which need 1.5x for no overlap. This results in 300 BPM for Afronova or 450 BPM for Max 300.force all players to play at a faster speed so they aren't required.
A single jump for four players is 16 sprites (2 sprites per arrow * 2 arrows per player * 4 players).This is a good idea anyway because you could go with the sprite option again, if less arrows need to be shown onscreen.
Two players is a concession for fewer available sprites. Use of DDR-style steps and jumps instead of ITG-style handplants and mines is a concession for fewer available sprites.UncleSporky wrote:It's already not going to be anywhere near what a real DDR game is like, though. As you say, it can only support two players at once, so we make that concession. It can only do 5 channel chip music, so we make that concession. Why then can't we make concessions for less colors and less available sprites?
Even comparatively easy songs like Cowgirl heavy and 5.1.1. heavy have gallops, or red arrows that overlap a yellow arrow 12 pixels down in the same column. The one song concession I'd make in a 2-player DDR clone for NES is no Bag. Bag is the only song I know of that routinely has six arrows in one beat.And again, thought experiments about songs like Afronova and Max 300 doesn't seem worth it to me, because they don't have to be included. There's a huge range of songs to choose from.
I guess I was just spoiled by the development process of LJ65, where I was able to make it fun for casual players yet still challenging for the hardcore players who frequent HardDrop.com and TetrisConcept.net.If a certain level of play is going to be too fast for the engine, then I guess they'll have to be left out and those hardcore players aren't going to be challenged by the game.
Yet Konami earnestly tried to market DDR for Game Boy Color.DDR on the NES would be a novelty - you're not going to be able to capture the exact same experience as the full game and few people are going to play it
I thought I already did: limit to two players, with a sprite cycling method to handle pathological cases. As long as no more than four steps are in one beat, the worst cases (spurts of 16th notes and runs of 8th note jumps at 1x) would end up flicker-free in 1-player and still readable in 2-player. Besides, even hardcore players aren't guaranteed to run into flicker so quickly. By the time the player is tackling 9-footers like Matsuri Japan and Rhythm and Police, the player will be used to fast scrolling in the light and standard charts of songs like Drop Out, The least 100 seconds, and Across the Nightmare, and thus is likely to pick 1.5x for songs in the 180-200 BPM range.You tend to list things that are problems in porting gameplay over to the NES, but you don't always offer potential solutions.the solution I'd probably adopt involves cutting down to 2 players, drawing arrows as sprites, and using the following sprite cycling scheme to handle the occasional tight overlap in step-jump combos and 16th note runs: Draw left halves of arrows in front in even frames and right halves in front in odd frames.