Okk wrote:
If movement is grid-based, like in Final Fantasy, though, I would think every step would end aligned to the nametable.
If the scroll is anything but (0, 0), the screen is not perfectly aligned to a name table, meaning that there are parts of at least 2 name tables sharing the screen, meaning players will notice if the mirroring type is changed from one frame to the next.
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It sounds like the best way to handle it really varies with the nature of the game
That goes for most aspects of NES games. You'll always want to arrange your data in a way that's accessible at the rate you need, while occupying as little space as possible. This is why there are no standard solutions for NES game engines... Each game has its own requirements that must be taken into account in the design phase.
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When I think of destructible terrain, I think something along the lines of Rampage, but large portions of Mario 3 would classify as well. And I suppose the same things would apply to dynamic terrain, like a lot of puzzle games have.
Yeah, I guess they are similar concepts, but Rampage and puzzle games have very confined levels, so it doesn't take a lot of RAM to completely represent them. SMB3 on the other hand has pretty large levels, and the programmers went with extra RAM on the cart so that they could place (and modify) the levels there. Our talk was mostly about how they probably could have achieved the exact same effect without the extra RAM.
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I understand that background tiles are 8x8 but that their attributes (such as color palette) are held in 16x16 chunks. Is there anything I should know about interacting with tile attributes?
The color palette is actually the only attribute specified in the attribute tables... =) Many other systems have tile priority and flipping in their attribute table equivalents, but on the NES it's just palette indices. I don't think there's anything else you need to know about this in order to recreate the look of NES games.
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Are there any significant legal issues that come up when dealing with NES homebrew?
I don't think so. AFAIK, reverse engineering is not illegal, and all the development information we have was obtained that way, not from official Nintendo documents. Also, all patents related to the console expired in 2005. I think that as long as you don't use any copyrighted materials (music, graphics, characters, etc.), you're safe.