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PostPosted: Wed Feb 01, 2017 11:19 am 
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Well, here's my dinky entry, which I suppose is my first actual NES game. I would have liked to put something more together, but I had a lot going on towards the end of the competition timeline, so here we are.

Fun fact: about half the ROM space is DPCM samples, and some of that is direct PCM used for one sound where I wanted a specific frequency response.

Code:
Karate Kick
By Michael Moffitt
------------------

This is a port of a little game I made for iOS about five years ago under the
same name. It is a very simple arcade-style game that gets progressively more
difficult as time passes. The player controls a karate master (who only kicks?)
in the center of a dojo, defending against many identical goons who seek a
challenge.

Fortunately, your karate master is so skilled that if he is even looking at an
opponent, the opponent is sure to fall. All you must do is use the d-pad to
turn the karate master towards an incoming enemy. If he's facing the enemy,
he will be victorious. Do not allow an enemy to strike the master's sides or
back.

This entry was thrown together rather hastily, developed mostly on two long
plane flights, as the original entry grew too large and would have no place
on the mluti-card.

The code is available at https://github.com/mikejmoffitt/kkick



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PostPosted: Wed Feb 01, 2017 11:27 am 
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Joined: Sun Jan 22, 2012 12:03 pm
Posts: 4784
Location: Canada
:)

The CHR layout is curious. What led you to organize it that way with such irregular gaps?


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PostPosted: Wed Feb 01, 2017 11:46 am 
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I like it a lot. Once it picks up speed it really evokes that feeling of flow where you're not really thinking of anything and your movements are subconscious.

Image

First score: 352
I'll probably put this on my Wii and actually play it once in awhile.


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PostPosted: Wed Feb 01, 2017 12:12 pm 
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Joined: Sun May 27, 2012 8:43 pm
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rainwarrior wrote:
:)

The CHR layout is curious. What led you to organize it that way with such irregular gaps?


For the BG section, I more or less draw the backdrop in the CHR directly, then removed duplicate tiles. Later on as I made more things, I just threw them in the gaps when I needed to.

For the sprites, I would draw a single character graphic, then chop it up and shift sections around to save tiles, or remove tiles that were duplicates with other frames. You can actually see a few of the original iOS game's sprites in the lower-right. I marked unused tiles with X graphics so I'd know what is clearly available versus part of a sprite.


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PostPosted: Wed Feb 01, 2017 4:29 pm 
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Joined: Mon May 27, 2013 9:40 am
Posts: 210
I really like the visual style. Plays great too!

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PostPosted: Fri Feb 24, 2017 7:23 pm 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 17822
Location: NE Indiana, USA (NTSC)
I noticed that B580-F2FF is EA-filled. Is there anything you can cut to free up about 640 bytes to fit it into NROM-128? That might let us add more Category 2 stuff.


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