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PostPosted: Wed Nov 11, 2015 10:48 pm 
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Here's Rad Racer after a crash:

Image

Here's Rad Racer generally: https://youtu.be/sVSCFf6BjQ4?t=2m47s

How hard it is to do a lot of splits like that depends on the mapper.

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PostPosted: Wed Nov 11, 2015 11:14 pm 
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The worst part is that I own Rad Racer... :oops:


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PostPosted: Thu Nov 12, 2015 2:13 am 
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Typically most 3-D racing games did that. They mostly rely on fixed cycle loops after the 1st split I suppose.

Personally, though, I find Tobidase Daisakusen/3-D Worldrunner even more advanced than the later Highway Star/Rad Racer(and even better than JJ, the sequel to Tobidase Daisakusen, which was exactly the same game with 3-D goggle support, but lacked the ability to walk back, and much to the 8-bit versions of Space Harrier, which it obviously took "inspirations" from). They're programmed by the same guy though, who also programmed all the Famicom Final Fantasy titles.


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PostPosted: Thu Nov 12, 2015 2:18 am 
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Espozo wrote:
You know, but speaking of row scrolling for a status bar, does anyone know of any NES games that scroll the BG every line at different speeds for a SF2-esque floor?

https://youtu.be/bukusPiWTmU?t=435
(not every line, but I like how it looks)

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PostPosted: Thu Nov 12, 2015 2:26 am 
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If you want a high level breakdown of what Rad Racer is doing, I wrote one a long while back:
http://forums.nesdev.com/viewtopic.php?t=8588

It's only using MMC1. The only special mapper capability involved in the effect is being able to switch between horizontal and vertical mirroring.


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PostPosted: Thu Nov 12, 2015 4:17 am 
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Espozo wrote:
does anyone know of any NES games that scroll the BG every line at different speeds for a SF2-esque floor?

I want to say Battletoads vs. Double Dragon, but I'm not sure.


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PostPosted: Thu Nov 12, 2015 6:34 am 
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tokumaru wrote:
Espozo wrote:
does anyone know of any NES games that scroll the BG every line at different speeds for a SF2-esque floor?

I want to say Battletoads vs. Double Dragon, but I'm not sure.

That's what I posted earlier, I guess I should've include the game name in the post. :)

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PostPosted: Thu Nov 12, 2015 10:56 am 
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thefox wrote:
That's what I posted earlier, I guess I should've include the game name in the post. :)

Oh, I was out when I posted that, and I can't watch videos on my data plan!


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PostPosted: Thu Nov 12, 2015 1:56 pm 
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Still can't figure out how to properly select the proper tiles to place in the nametable for MMC5. I am hoping to use the extended RAM so that I can select from any of the 16384 tiles plus having custom attributes for each individual tile. I tried doing writes to the nametable at the beginning of VBlank as usual, and then doing writes to the extended RAM at the beginning of rendering (as the MMC5 instructions suggest) right after, but no luck. Here is a copy of my code, which is built to compile with NESASM3. I must be missing something about how this is supposed to be done. Do I have to write to the extended RAM first and then write to the nametable with $2006/$2007?

What am I doing wrong? Notice my nametable is all screwed up and using the hex editor in FCEUX, I see the writes to $5C00-$5FFF are not right.


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PostPosted: Thu Nov 12, 2015 2:20 pm 
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I don't know if this is the problem, but you appear to be misdetecting the start of rendering.

Code:
IRQLoop:
  LDA $5204
  CLC
  ADC #%01000000
  BEQ IRQLoop

Why are you using an addition to check the state of one bit? Aren't you supposed to use AND, or even this:

Code:
IRQLoop:
   bit $5204
   bvc IRQLoop

...since BIT copies bit 6 to the overflow flag?


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PostPosted: Sat Nov 14, 2015 6:36 pm 
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I believe TMNT Tournament Fighters uses the effect as well.
https://www.youtube.com/watch?v=NDHPelJ-Mow


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