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Progress Thread - Jammin Honey
http://forums.nesdev.com/viewtopic.php?f=33&t=16265
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Author:  dougeff [ Thu Nov 30, 2017 8:54 am ]
Post subject:  Re: Progress Thread - Jammin Honey

I was thinking of simpler. Like the Pacman screen that says "Blinky...Pinky...Inky...Clyde"

Author:  Lazycow [ Thu Nov 30, 2017 8:57 am ]
Post subject:  Re: Progress Thread - Jammin Honey

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.

Author:  tokumaru [ Thu Nov 30, 2017 9:01 am ]
Post subject:  Re: Progress Thread - Jammin Honey

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.

Author:  gauauu [ Thu Nov 30, 2017 9:13 am ]
Post subject:  Re: Progress Thread - Jammin Honey

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.

Author:  calima [ Thu Nov 30, 2017 11:12 am ]
Post subject:  Re: Progress Thread - Jammin Honey

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?

Author:  FrankenGraphics [ Thu Nov 30, 2017 11:18 am ]
Post subject:  Re: Progress Thread - Jammin Honey

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.

Author:  nesrocks [ Thu Nov 30, 2017 11:19 am ]
Post subject:  Re: Progress Thread - Jammin Honey

Every NES attract mode I can remember plays poorly.

Author:  FrankenGraphics [ Thu Nov 30, 2017 11:24 am ]
Post subject:  Re: Progress Thread - Jammin Honey

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

Author:  dougeff [ Fri Dec 01, 2017 8:06 pm ]
Post subject:  Re: Progress Thread - Jammin Honey

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?

Author:  gauauu [ Fri Dec 01, 2017 8:21 pm ]
Post subject:  Re: Progress Thread - Jammin Honey

dougeff wrote:
.

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


Absolutely.

Author:  Punch [ Fri Dec 01, 2017 8:40 pm ]
Post subject:  Re: Progress Thread - Jammin Honey

NES Homebrew of Theseus.

Author:  dougeff [ Tue Dec 05, 2017 8:43 am ]
Post subject:  Re: Progress Thread - Jammin Honey

Honestly, it doesn't look bad with black. What do you think?

Attachments:
Jammin14bk.png
Jammin14bk.png [ 2.53 KiB | Viewed 705 times ]

Author:  tepples [ Tue Dec 05, 2017 8:51 am ]
Post subject:  Re: Progress Thread - Jammin Honey

Is this Donkey Kong? :P

Author:  FrankenGraphics [ Tue Dec 05, 2017 8:53 am ]
Post subject:  Re: Progress Thread - Jammin Honey

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.

Author:  toggle switch [ Tue Dec 05, 2017 9:02 am ]
Post subject:  Re: Progress Thread - Jammin Honey

in my opinion the black looks much better.

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