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PostPosted: Wed Aug 12, 2015 12:37 am 
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tokumaru wrote:
dougeff wrote:
Crystalis is a great example, but it does have those attribute table glitches I mentioned. And a nice big line of a glitch, right at the split screen.

Yeah, lots of commercial games were glitchy. The technique is perfectly valid, though, you just have to time it right.

Some of the glitchiness of Crystalis might have something to do with the fact that it uses DPCM samples.

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PostPosted: Wed Aug 12, 2015 5:57 am 
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Re: glitchy

I'm not trying to complain about Crystalis or its technique. I'd love to see more games like this. My point is, don't expect it to look as nice as an SNES (or later) game.

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PostPosted: Wed Aug 12, 2015 7:50 am 
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It doesn't have to look like a SNES game to be glitch free. It is perfectly possible to have a status bar and multidirectional scrolling on the NES without glitches, but you have to spend some calibrating the timing to make sure it's solid, and professional developers back in the day had deadlines that prevented them from spending time fixing things like these.


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PostPosted: Wed Aug 12, 2015 6:47 pm 
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Any thought to your sound engine? Will you be sticking with the plain 2a0x for audio or will you be using MMC5 pulses too?


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PostPosted: Wed Aug 12, 2015 7:56 pm 
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Right now I'm using Famitone to play back Famitracker music. I was planning on using the additional mmc5 voices, possibly for sound effects allowing me to use the full NES sound system for music.


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