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PostPosted: Fri Nov 30, 2007 5:57 pm 
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thanks for all the comments. it's really helpful to see what others think, and hear the strengths and weakness of what i have so far.


blargg wrote:
Movement seems jerky (20 FPS?). I'd expect that the original ran at 60 FPS, but I may be wrong. Also, my emulator reported a possible sprite DMA while the PPU was active, but maybe it's not the case. Does it work on hardware?


yeah harry's movement is 20 fps (15 when on the ladder). i'm re-working my nmi handler to remove all the code that can be done during rendering, so that should remove any possibility of it spilling over.

i haven't yet tested it on hardware because i don't have a programmer and can't afford one 'till probably after the holidays. i was hoping someone on the board would be so kind, but i'll eventually have the cash to do it myself.



Celius wrote:
I hope you're planning to put sound in. This would be a much more enjoyable experience with music.


i do plan to put music and sound fx into the game. i had a guy lined up to do the music/music engine, but haven't heard from him in awhile. looks like i'm just gonna have to sit down and learn how to use the APU and compose some music.


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PostPosted: Fri Nov 30, 2007 7:00 pm 
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Bregalad wrote:
Rule #1 to make a good game : A challenge should NEVER come out of poor controls.

But where do you draw the line between poor control and inherent physics of the game? For example, Castlevania's jump that you can't control while in mid-air. Poor control, or just the physics of jumping? Technically, it's accurate.

Many games take liberty with jumping and give you mid-air control, even control over how high the jump goes after you've left the ground, as if there are little rocket thrusters on your character or something. You may enjoy full jump control (even Mario has less jump control than other games), but this doesn't mean a game with less jump control is merely creating difficulty with "poor controls".

That said, I do think the selection of jump control is related to difficulty, because if you're forced to always give the player full jump control, then you lose many opportunities to give challenge due to the level design. By having no mid-air jump control, there are more things you can do with level design that are challenging.

That's not to say that there aren't games with poor control. It's not that they offer no mid-air control (some do, and are still poor); it's that the physics introduce too much variation that you have little control over, or your movement is delayed or choppy. As long as a control scheme is predictable and puts you in control of the variation, and doesn't have odd behaviors, the player can learn to be in full control.

To take it to ane extreme, you could argue that all jumping is just poor controls; the real controls should be independent X/Y movement of your character, as if it were an overhead game. While silly, it illustrates the continuum of the amount of control you have, and that there isn't just one point that is correct and the others "poor control".

(mods, split the above off as a separate topic if necessary)

never-obsolete wrote:
i do plan to put music and sound fx into the game. i had a guy lined up to do the music/music engine, but haven't heard from him in awhile. looks like i'm just gonna have to sit down and learn how to use the APU and compose some music.

Isn't the music really simple? Shouldn't be hard to lift from the original code, or just do by ear with a custom music driver. Copyright wouldn't be any more an issue than it already is, since (I'm assuming) you've copied the graphics and game play from the original.

EDIT: Ahhh, it had no music (YouTube clip). Has anyone reverse-engineered the sound engine, or would it make more sense to just examine recordings of the sound effects to reproduce the sounds? I might like to take a crack at making exact reproductions on the NES.


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PostPosted: Fri Nov 30, 2007 8:25 pm 
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The trees were also brown and Harry's face was tan. Colorblindness might have played a factor in NES development. :)


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PostPosted: Sat Dec 01, 2007 7:36 am 
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Games shouldn't be entierly based on real physics, if they would you would neer be able to jump more than about 3/4 of your height (unless the hero is a real champion of sports, wich may be since he's a hero), and wihout futher running, a jump couldn't reach 1/4 of your height.

And while the Castlevania jump is inconfortable, it's still possible to get used to it (but it takes a while). However, the jump in metroid is, at least for me, impossible to get used for so it's unpredictable and act weirdly.


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PostPosted: Mon Dec 10, 2007 6:57 pm 
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I like it! I played it using my powerpak, and I think you did really great. The controllable jumps do make it slightly easier than the original.

Why not add some new features? New badguys and some weapons maybe? Frag grenades, yeah!! How about something if you input the konami code?


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PostPosted: Mon Dec 10, 2007 8:31 pm 
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cd_vision wrote:
I like it! I played it using my powerpak, and I think you did really great. The controllable jumps do make it slightly easier than the original.

Why not add some new features? New badguys and some weapons maybe? Frag grenades, yeah!! How about something if you input the konami code?


But not to the original...


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PostPosted: Tue Dec 11, 2007 8:43 am 
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cd_vision wrote:
...How about something if you input the konami code?


did you try it...


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PostPosted: Tue Dec 11, 2007 7:58 pm 
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Well I did notice that if you pause the game you lose 500 points, but if the code is doing something I'm not noticing it.


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PostPosted: Tue Dec 11, 2007 8:18 pm 
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WTF!?! The original never had that retardedness. :roll:


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PostPosted: Tue Dec 11, 2007 8:51 pm 
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You should definitely add some new stuff. Perhaps you can have a two-in-one thing where you can either choose to play the original, or you can play the arranged mode, with updated graphics and new enemies and stuff.


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PostPosted: Wed Dec 12, 2007 8:12 am 
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cd_vision wrote:
Well I did notice that if you pause the game you lose 500 points, but if the code is doing something I'm not noticing it.


the code will give you 4 lives. it has to be done before the title screen stops scrolling.

NotTheCommonDose wrote:
WTF!?! The original never had that retardedness.


it didn't have an in-game map either.


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PostPosted: Wed Dec 12, 2007 9:50 am 
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Either way, I was kind of waiting to see some of your work.
This is a nice game. Thanks for releasing a beta!

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Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.


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PostPosted: Wed Dec 12, 2007 1:01 pm 
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Overall you did a great jpb with it (except adding new things)


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PostPosted: Wed Dec 12, 2007 4:30 pm 
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[sound] *Harry jumps over the green snake* [/sound]

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PostPosted: Sat Dec 22, 2007 1:06 am 
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I think this looks great ! It needs some polishing, but definitly a pretty nice beta.


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