Blade Buster (NES Homebrew)

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

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tokumaru
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Post by tokumaru »

psycopathicteen wrote:I wouldn't be suprised if it flickers on real hardware, knowing that the NES could only display 4 16x16 sprites on a line.
The video in that page appears to have been recorded in an emulator with the sprite limit disabled, but I don't use that in any of my emulators, and the flickering is perfectly acceptable, specially on the explosions.

I haven't tried it on my PowerPak yet, but I'm curious to know if this game is well coded enough to run flawlessly on hardware.
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thefox
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Post by thefox »

I have tried it on my PAL NES and it ran just fine. Flickering isn't too bad, but I think SHMUPs kinda get it easier in that area because the objects are constantly flying in all directions, whereas in a sidescroller they're often lined up horizontally. Not to mention the chaotic nature of these type of games in general probably lessens the effect even further. :)

In any case, that demo is very well done. I wonder if that's all there is to it, does anybody know what's the current status of the project?
tepples
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Post by tepples »

thefox wrote:Flickering isn't too bad, but I think SHMUPs kinda get it easier in that area because the objects are constantly flying in all directions, whereas in a sidescroller they're often lined up horizontally.
There are plenty of shmups that have a dozen bullets lined up horizontally. I don't think the NES could handle DoDonPachi, Espgaluda, the Touhou Project games, or anything of that ilk, though I'd love to be proven wrong. At least GBA can do mid-screen OAM rewrites to make danmaku work (see Vulkanon).
psycopathicteen
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Post by psycopathicteen »

I notice there are a lot of spiraling explosion where animated explosion sprites get activated one after another while rotate their spawning direction.

However they might be using a trick where the spiraling explosions are actually prerendered overlayed sprites. There might be 24x24 pixels of sprites that look like 5 individual overlapping 16x16 explosion sprites.

That could make it appear like the NES is doing more sprites than it really is.
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Memblers
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Post by Memblers »

So am I the only person who can't access that page? I've been trying for a few days from home and work, and it always times out.
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tokumaru
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Post by tokumaru »

Memblers wrote:So am I the only person who can't access that page?
Apparently not:
psycopathicteen wrote:Wow! That's the coolest 404 Error I've ever seen!!!! :shock:
Here's a page I just found that links to a mirror of the ROM.
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