Progress Thread - Jammin Honey

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tokumaru
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Re: Progress Thread - Jammin Honey

Post by tokumaru »

It looks less unique with the black background, since tons of early games had black backgrounds, but there's no denying it's easier on the eyes than full on white. Honey herself probably needs a slightly lighter outline to work with the new background, though.
na_th_an
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Re: Progress Thread - Jammin Honey

Post by na_th_an »

I like it black but, as mentioned, you should try lighter colours in the sprite palettes. In my two consoles (a nes clone from the early 90s and a current chinese famiclone) the $0X colours tend to be quite dark. Have you tested it in real hardware?
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dougeff
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Re: Progress Thread - Jammin Honey

Post by dougeff »

I've tested the white version on real hardware.
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gauauu
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Re: Progress Thread - Jammin Honey

Post by gauauu »

I'm with everyone else -- the black looks better, but doesn't look as unique.
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dougeff
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Re: Progress Thread - Jammin Honey

Post by dougeff »

I'm going to leave black as "optional" for now.
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Camoran
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Re: Progress Thread - Jammin Honey

Post by Camoran »

The black color gives it some depth the white one lacks.
Cool project.
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Ryoga
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Re: Progress Thread - Jammin Honey

Post by Ryoga »

The black looks better, but I think it's a good idea to keep the option of being able to select the background color
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rainwarrior
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Re: Progress Thread - Jammin Honey

Post by rainwarrior »

I liked the white backgrounds, but I don't expect this to be a decision by vote. ;)
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dougeff
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Re: Progress Thread - Jammin Honey

Post by dougeff »

I made this optimization today...

replaced pal_col() with inline assembly macro fast_pal_col()

pal_col() compiles into this...

lda #$11 ;2 bytes
jsr pusha ;3 bytes
lda _colorHair ;2 bytes
jsr _pal_col ;3 bytes
;total 10 bytes

and these...

#define fast_pal_col(a, b) \
__asm__ ("lda #%b", b); \
__asm__ ("ldx #%b", a); \
__asm__ ("sta $1c0, x");

//a version with a variable for the color value, %v is global variable
#define fast_pal_col2(a, b) \
__asm__ ("lda %v", b); \
__asm__ ("ldx #%b", a); \
__asm__ ("sta $1c0, x");

are 7 bytes each. 3 bytes savings

I have 60 references to pal_col in my code x 3 = 180 bytes I freed up.

I also had to comment out these lines in neslib.s at line 45.

; lda <PAL_UPDATE ;update palette if needed
; bne @updPal
; jmp @updVRAM

so it actually does the palette update.



The game is 99% done. Just needs the final song and a few tweaks / testing.
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dougeff
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Re: Progress Thread - Jammin Honey

Post by dougeff »

The game is done. I decided not to use the black background.

http://dl.dropboxusercontent.com/s/3gkv ... nHoney.nes

Here's some game genie codes for the game...

-no bees - PEUYNYAA

-start with 10 lives - PEUNVYAA
-start with 20 lives - ZEUNVYAA
-start with 30 lives - LEUNVYAA

-start at level 10 - PEKNOYAE
-start at level 15 - TEKNOYAE
-start at level 20 - LOKNOYAA
-start at level 25 - AOKNOYAE
-start at boss (level 30) - IOKNOYAE

Enjoy!

Extra thanks to rainwarrior for many pages of notes from play tests!
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Kasumi
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Re: Progress Thread - Jammin Honey

Post by Kasumi »

It wouldn't be a Kasumi gameplay post without a bug or quirk:
Image
Beat it:
Image
Well balanced little game. I was a bit disappointed the girl on the ending screen didn't match my color choices. :cry:

Edit: Hah, I just realized I basically chose my avatar.
Image
Image
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dougeff
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Re: Progress Thread - Jammin Honey

Post by dougeff »

I was a bit disappointed the girl on the ending screen didn't match my color choices.
Here's what that would look like, (with pink hair). (updated)
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JamminHoney1.png
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dougeff
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Re: Progress Thread - Jammin Honey

Post by dougeff »

It seems to be working fine. And less than 30 bytes of ROM space remaining. The above link has been updated. Should say "Dec 21".

I don't know why you would want to, but you can skip directly to the end (after you select Honey's colors) with these game genie codes (buggy)

-skip to the end - PEUYNYAA + VOUNUYKL
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JamminHoney10.png
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Estlib
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Re: Progress Thread - Jammin Honey

Post by Estlib »

NOPE.
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thefox
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Re: Progress Thread - Jammin Honey

Post by thefox »

Tried this out, it was fun. Reminds me a lot of Driar.

One suggestion: I badly wanted the chord of the guitar to adapt to the background music :). I think that would be a really nice touch. Now it sounds dissonant every so often.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
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