It is currently Sat Dec 16, 2017 8:15 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 99 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7  Next
Author Message
PostPosted: Thu Nov 30, 2017 8:54 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1868
Location: DIGDUG
I was thinking of simpler. Like the Pacman screen that says "Blinky...Pinky...Inky...Clyde"

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Thu Nov 30, 2017 8:57 am 
Offline
User avatar

Joined: Tue Jun 11, 2013 1:04 pm
Posts: 60
Bossfights! hui!

Doing random movements in attract mode sucks somehow, but you could just show some screens without the player for some seconds and then return to the title. Maybe.


Top
 Profile  
 
PostPosted: Thu Nov 30, 2017 9:01 am 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10166
Location: Rio de Janeiro - Brazil
A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".

Another way to get the most out of logged keypresses is to reduce the input frequency from 60 to, say, 15fps. This way you could have each byte in the following format:

Code:
LRABDDDD
L: left
R: right
A: button A
B: button B
DDDD: number of times to repeat this input combination (1 to 64 frames, in steps of 4);

Just an idea.


Last edited by tokumaru on Thu Nov 30, 2017 9:13 am, edited 1 time in total.

Top
 Profile  
 
PostPosted: Thu Nov 30, 2017 9:13 am 
Offline
User avatar

Joined: Sat Jan 09, 2016 9:21 pm
Posts: 263
Location: Central Illinois, USA
tokumaru wrote:
A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".


This is true. But if you're already out of space, adding the support code (branches to handle attract mode vs real play, interpreter for your input playback, etc) is non-trivial, even if it's relatively small.

_________________
My games: http://www.bitethechili.com


Top
 Profile  
 
PostPosted: Thu Nov 30, 2017 11:12 am 
Offline

Joined: Tue Oct 06, 2015 10:16 am
Posts: 608
gauauu wrote:
I'm not sure that an attract mode that plays that poorly would be worth even bothering to put in there.

Does anybody really watch them longer than a couple seconds?


Top
 Profile  
 
PostPosted: Thu Nov 30, 2017 11:18 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1128
Location: Gothenburg, Sweden
gauauu wrote:
tokumaru wrote:
A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".


This is true. But if you're already out of space, adding the support code (branches to handle attract mode vs real play, interpreter for your input playback, etc) is non-trivial, even if it's relatively small.


I think just feeding slowly into the controller buffer in zp ought to be enough. The demo doesn’t need to be masterful. You can probably get away with a really low sample rate, which would be easier than bitpacking... even if it is a neat idea.

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Thu Nov 30, 2017 11:19 am 
Offline
User avatar

Joined: Thu Aug 13, 2015 4:40 pm
Posts: 139
Location: Rio de Janeiro - Brazil
Every NES attract mode I can remember plays poorly.

_________________
http://nesrocks.com/blog/superpitfall30th/


Top
 Profile  
 
PostPosted: Thu Nov 30, 2017 11:24 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1128
Location: Gothenburg, Sweden
I’ll make a note of it* for more extensive, competetive vs. computer gameplay. Perfect for sports, racing, and humanoid boss battles like the doppelganger in cv3 but better/less glitchy.

*edit: tokumarus' idea

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Fri Dec 01, 2017 8:06 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1868
Location: DIGDUG
I managed to save a large amount of bytes by gutting every part of famitone.s and neslib.s that I'm not using.

Testing out some ASM macro functions to inline possible byte saving techniques.

Is it still technically written in C if I have to insert dozens of inline ASM?

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Fri Dec 01, 2017 8:21 pm 
Offline
User avatar

Joined: Sat Jan 09, 2016 9:21 pm
Posts: 263
Location: Central Illinois, USA
dougeff wrote:
.

Is it still technically written in C if I have to insert dozens of inline ASM?


Absolutely.

_________________
My games: http://www.bitethechili.com


Top
 Profile  
 
PostPosted: Fri Dec 01, 2017 8:40 pm 
Offline
User avatar

Joined: Sat Feb 16, 2013 11:52 am
Posts: 236
NES Homebrew of Theseus.

_________________
This is a block of text that can be added to posts you make. There is a 255 character limit.


Top
 Profile  
 
PostPosted: Tue Dec 05, 2017 8:43 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1868
Location: DIGDUG
Honestly, it doesn't look bad with black. What do you think?


Attachments:
Jammin14bk.png
Jammin14bk.png [ 2.53 KiB | Viewed 103 times ]

_________________
nesdoug.com -- blog/tutorial on programming for the NES
Top
 Profile  
 
PostPosted: Tue Dec 05, 2017 8:51 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19348
Location: NE Indiana, USA (NTSC)
Is this Donkey Kong? :P


Top
 Profile  
 
PostPosted: Tue Dec 05, 2017 8:53 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1128
Location: Gothenburg, Sweden
It certainly provides an early 80:s arcadey air and charm... i think you could go with either, or even one of the pastels. The black might be a bit more relaxing to the eye, but the white is a little novel.

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Tue Dec 05, 2017 9:02 am 
Offline

Joined: Fri Sep 30, 2016 8:57 pm
Posts: 20
in my opinion the black looks much better.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 99 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group