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PostPosted: Wed Dec 13, 2017 6:08 am 
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Hello. We have decided to release Super Uwol as a free ROM download at last.

Game card & info: http://www.mojontwins.com/juegos_mojono ... -uwol-nes/
Direct download: http://www.mojontwins.com/juegos/mojon- ... r-uwol.nes

Image

We have also uploaded the source code to a public git repository at https://github.com/mojontwins/SuperUwol_NES

Hope you like it!

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PostPosted: Wed Dec 13, 2017 9:55 am 
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Cool!

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PostPosted: Wed Dec 13, 2017 11:21 am 
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You guys are incredible! Solid, fun and intuitive gameplay.

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PostPosted: Wed Dec 13, 2017 1:15 pm 
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Cool,thanks


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PostPosted: Thu Dec 14, 2017 1:53 pm 
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This is great! And it has really excellent music! Thanks! I look forward to trying out two player.


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PostPosted: Tue Dec 19, 2017 1:38 pm 
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Great game. A very good method to avoid the sprite overflow problem :)


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PostPosted: Tue Dec 19, 2017 6:06 pm 
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But the physics behind jumping (slow increase in jumping speed) is really annoying. Why not doing it like in SMB?


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PostPosted: Tue Dec 19, 2017 6:20 pm 
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sdm wrote:
A very good method to avoid the sprite overflow problem :)

What method are you referring to?

Also, what is a corshoneta?


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PostPosted: Wed Dec 20, 2017 1:24 am 
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rainwarrior wrote:
sdm wrote:
A very good method to avoid the sprite overflow problem :)

What method are you referring to?

Also, what is a corshoneta?



The coins are not permanently in one position in OAM, they are constantly changing. Thanks to this they all flicker when there are a lot of them, but they do not disappear completely from the screen.

Probably it has been used many times before, but I did not notice it before.

Besides, I do not know many interesting things about NES programming yet.


Last edited by sdm on Wed Dec 20, 2017 4:30 am, edited 3 times in total.

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PostPosted: Wed Dec 20, 2017 2:44 am 
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sdm wrote:
The coins are not permanently in one position in OAM, they are constantly changing. Thanks to this they all flicker when there are a lot of them, but they do not disappear completely from the screen.

That's... well, the standard way to do it. Hardcoding objects to OAM is a very bad thing to do, and only absolute beginners will do it.


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PostPosted: Wed Dec 20, 2017 4:17 am 
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krzysiobal wrote:
But the physics behind jumping (slow increase in jumping speed) is really annoying. Why not doing it like in SMB?

Surely you meant smb3? I don't like smb physics. Who cares what I like? My point is, it's personal, and the physics in this game didn't bother me at all, every game has its own.

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PostPosted: Wed Dec 20, 2017 7:21 am 
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tokumaru wrote:
That's... well, the standard way to do it. Hardcoding objects to OAM is a very bad thing to do, and only absolute beginners will do it.

I agree, but I'd still note that for instance when I reverse engineered Rad Racer I was surprised to see that some of the sprites for e.g. the status bar and the main car (the one you drive) are actually hard-coded in OAM.


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PostPosted: Wed Dec 20, 2017 9:03 am 
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In my prototype nes game I hardcoded the main characters sprites into OAM so it wouldn't flicker, only other objects would. I think it's ok to choose what to flicker and what not to.

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PostPosted: Wed Dec 20, 2017 9:07 am 
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Yeah, often it's perfectly sound to hard-prioritize what you think is the most important to view at all times.

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PostPosted: Wed Dec 20, 2017 9:17 am 
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tokumaru wrote:
Hardcoding objects to OAM is a very bad thing to do, and only absolute beginners will do it.

*couch* *couch* :roll:


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