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PostPosted: Sat Sep 25, 2010 9:11 am 
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Location: California, USA
Yeah, slopes make collision detection a lot harder. I've already done slopes in x86 ASM before... so hopefully it won't be too much of a stretch :D

Yeah, I'm going to have to re work a lot of this. I think I am using 5 bg pallets in this screen shot. I'll narrow them down somehow :) And the 8 sprites per scan line thing should be interesting to work with too. To tell you the truth diving into assembly language again is really scary, but it should be fun (right? lol)

Anyhow, thanks for the welcome and the suggestions. I've read some of your other posts and it sounds like you really know what you're doing.


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PostPosted: Wed Oct 12, 2011 2:29 pm 
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Hello, I do not program for nes, for I have no knowledge of it, but I try to emulate his style by another programming language, this is a screen of a game I'm doing, I think the color palette beyond but I have to review it. The resolution is 320x240 at the moment that I can not use the native NES.

I'm from Spain I write English with Google Translate.
a greeting!

Image


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PostPosted: Wed Oct 12, 2011 3:05 pm 
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I've remapped the palette into NES colors. But it still doesn't meet the 4-colors per 16x16 square limitation.
Image

Here is the palette I am using, it's from Nintendulator.
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PostPosted: Wed Oct 12, 2011 4:11 pm 
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ok, thank you very much for the info, did not know what 4-color 16x16 boxes, a question, where I can get information about the detection of ground in the NES? I mean, like the sprites to detect the floor and walls in the NES?


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PostPosted: Wed Oct 12, 2011 4:34 pm 
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Location: Rio de Janeiro - Brazil
shao wrote:
ok, thank you very much for the info, did not know what 4-color 16x16 boxes

We recently explained someone about all the graphical limitations of the NES in this topic, and helped him make his game more similar to an actual NES game. I'm sure you'll find helpful tips there.

Quote:
where I can get information about the detection of ground in the NES? I mean, like the sprites to detect the floor and walls in the NES?

Well, this is not specific to the NES, this is a general game programming concept. The same technique used in the NES can be used in any other platform. The basic idea is to check some key points around the sprites, and checking what kind of blocks/tiles are there, and not allow movements that will cause those points to be inside solid blocks/tiles. Search for "collision detection" and you will probably find a lot of posts on this subject.

EDIT: Here are some posts I made about collision detection over the years:

http://nesdev.com/bbs/viewtopi ... =4617#4617
http://nesdev.com/bbs/viewtopi ... 0918#40918
http://nesdev.com/bbs/viewtopi ... 9897#59897
http://nesdev.com/bbs/viewtopi ... 0374#60374


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PostPosted: Wed Oct 12, 2011 5:29 pm 
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tokumaru wrote:
We recently explained someone about all the graphical limitations of the NES in this topic, and helped him make his game more similar to an actual NES game. I'm sure you'll find helpful tips there.


It was a great thread, but now all the images have been taken down.


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PostPosted: Thu Oct 13, 2011 9:55 am 
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ok, a lot of information, the method of the points is what I was using so far, but I thought that was different NES, thank you very much!.


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