Super Uwol released for free

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na_th_an
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Super Uwol released for free

Post by na_th_an »

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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dougeff
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Re: Super Uwol released for free

Post by dougeff »

Cool!
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nesrocks
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Re: Super Uwol released for free

Post by nesrocks »

You guys are incredible! Solid, fun and intuitive gameplay.
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OmegaMax
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Re: Super Uwol released for free

Post by OmegaMax »

Cool,thanks
team_disposable
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Re: Super Uwol released for free

Post by team_disposable »

This is great! And it has really excellent music! Thanks! I look forward to trying out two player.
sdm
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Re: Super Uwol released for free

Post by sdm »

Great game. A very good method to avoid the sprite overflow problem :)
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krzysiobal
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Re: Super Uwol released for free

Post by krzysiobal »

But the physics behind jumping (slow increase in jumping speed) is really annoying. Why not doing it like in SMB?
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rainwarrior
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Re: Super Uwol released for free

Post by rainwarrior »

sdm wrote:A very good method to avoid the sprite overflow problem :)
What method are you referring to?

Also, what is a corshoneta?
sdm
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Re: Super Uwol released for free

Post by sdm »

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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tokumaru
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Re: Super Uwol released for free

Post by tokumaru »

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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nesrocks
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Re: Super Uwol released for free

Post by nesrocks »

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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Bregalad
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Re: Super Uwol released for free

Post by Bregalad »

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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nesrocks
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Re: Super Uwol released for free

Post by nesrocks »

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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FrankenGraphics
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Re: Super Uwol released for free

Post by FrankenGraphics »

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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Lazycow
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Re: Super Uwol released for free

Post by Lazycow »

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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