AuthorTopic: NES mockup - new screen  (Read 27801 times)

Offline AdamAtomic

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Re: NES mockup - now with 85.6% more titlescreen

Reply #30 on: March 28, 2007, 08:40:13 pm
tile vram only allows for 256 (which can be indexed with a single 8-bit number) - MMC5 has a 16-bit lookup.  So while you could fit all those tiles in there, you'd have to use sprites to display half of them I think, and you can only show 8 sprites per line....

Offline Anders_A

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Re: NES mockup - now with 85.6% more titlescreen

Reply #31 on: March 28, 2007, 08:43:06 pm
The MMC5 has 1kb of ram inside it which is used for the extra bits of the tile number, and the extra attribute bits.

EDIT: I'm sorry, I don't intend to derail this thread about your beautiful art into a NES hardware discussions. I'll stop now unless any questions comes up (I've done a fair deal of NES programming).
« Last Edit: March 28, 2007, 08:49:19 pm by Anders_A »

Offline ptoing

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Re: NES mockup - now with 85.6% more titlescreen

Reply #32 on: March 28, 2007, 08:49:15 pm
Very interesting info there, Anders_A. Thanks a lot :D
Castlevania 3 does not look like it has a per tile palette setting, still looks like 16x16 blocks.

I already knew about that vram thing and that you can only have 256 tiles (and i said i would ignore that when i posted the titlescreen)

here would be a fix for the 16x16 thing. I think if I do this game for the PC I will just assume that it's using an MMC5 :P
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Offline Faceless

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Re: NES mockup - now with 85.6% more titlescreen

Reply #33 on: March 28, 2007, 09:55:21 pm
If you can get this working under the Nes' hardware restrictions, you should try and get it published on the VC.
With the limited number of titles available (so far), and it being an original game, the Nintendo fanboy's would eat it up, and you'd end up making a pretty penny.

Offline ptoing

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Re: NES mockup - now with 85.6% more titlescreen

Reply #34 on: March 28, 2007, 10:39:11 pm
If it would run on VC i guess it would have to be actual NES 6502 code, ain't gonna happen. And I doubt that Nintendo would do it anyway, so meh.
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Offline Faceless

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Re: NES mockup - now with 85.6% more titlescreen

Reply #35 on: March 28, 2007, 11:23:36 pm
Nintendo said some time ago that they wanted to promote the use of the VC to small time developers. I don't know if that's still the case, but it's worth keeping in mind.

Offline ptoing

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Re: NES mockup - now with 85.6% more titlescreen

Reply #36 on: March 28, 2007, 11:39:52 pm
Would need to know what language it needs to be coded in and what the libraries are and stuff. As long as those are not out yet there is not much point in it.
There are no ugly colours, only ugly combinations of colours.

Offline Gil

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Re: NES mockup - now with 85.6% more titlescreen

Reply #37 on: March 28, 2007, 11:49:04 pm
I have been dying to program a NES game, if I ever get round to creating a platformer game, I'll be sure to let you know....

I'm trying to get a better grasp on x86 assembler first...

Offline ptoing

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Re: NES mockup - now with 85.6% more titlescreen

Reply #38 on: March 28, 2007, 11:51:17 pm
The NES has 6502 asm, not x86, NOOB!
There are no ugly colours, only ugly combinations of colours.

Offline Gil

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Re: NES mockup - now with 85.6% more titlescreen

Reply #39 on: March 28, 2007, 11:53:27 pm
I said first. I'm well aware of the internal structure of the NES, and I have already programmed some stuff for it...

Check this out:

http://neshla.sourceforge.net/