It is currently Wed Sep 20, 2017 6:11 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 72 posts ]  Go to page 1, 2, 3, 4, 5  Next
Author Message
PostPosted: Fri Mar 12, 2010 11:01 am 
Offline
User avatar

Joined: Fri Nov 19, 2004 7:35 pm
Posts: 3931
I am working on a Chu Chu Rocket 'port' for the NES.
Here is a mock-up screenshot showing what it might look like:
Image

Right now, I have the CHR file containing all the possibilities for mice movement finished, it adds up to 100k.

_________________
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 11:18 am 
Offline
User avatar

Joined: Tue Jul 03, 2007 1:49 pm
Posts: 967
Awesome I love chu chu rocket.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 2:04 pm 
Offline
User avatar

Joined: Fri Nov 19, 2004 7:35 pm
Posts: 3931
Not quite there yet...
Image
Image


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 2:19 pm 
Offline

Joined: Mon Sep 27, 2004 2:57 pm
Posts: 1246
Oooh, that looks really cool. :D

I'd love to see an nes version of this game. :)

By "all combinations of mice movement", do you mean all positions between two tiles? It *does* seem like you'd need to rely heavily on nametable updates in order to avoid massive sprite headaches.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 2:53 pm 
Online
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10010
Location: Rio de Janeiro - Brazil
Will you be able to animate this smoothly (i.e., no "cascade" updates)? Looking forward to this!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 6:06 pm 
Offline
User avatar

Joined: Fri Nov 19, 2004 7:35 pm
Posts: 3931
Image
Got the MMC3 interrupts in now, so it is bankswitching every 8 lines now. Wish there was a better way to handle them though, right now I need to burn 165 PPU cycles to delay the bankswitching until the end of the scanline. Obviously graphics are still incorrect here, looks like I have some invalid data in my lookup tables.

I expect to be able to blast the playfield nametable from the buffer into PPU memory within 2 vblank periods.
It will use bankswitching to animate the mice moving to the next square, for all possibilities of mice travelling in all directions. Of course, the walls stop certain possibilities. Arrows and rockets will be sprites.

Should be silky smooth at 60FPS once it's working.

_________________
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 6:59 pm 
Offline
User avatar

Joined: Fri Nov 19, 2004 7:35 pm
Posts: 3931
Image
Bugs squished. Looking much better now.

_________________
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 7:31 pm 
Offline

Joined: Sun Feb 28, 2010 5:14 pm
Posts: 2
Looks really good so far. I'm looking forward to seeing how you do with this.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 8:16 pm 
Offline
User avatar

Joined: Fri Nov 19, 2004 7:35 pm
Posts: 3931
Image
Now it has attribute tables and a border, so it look far less ugly. I haven't yet added any intersection dot tiles in yet.

_________________
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 12, 2010 8:28 pm 
Online
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10010
Location: Rio de Janeiro - Brazil
Isn't there anything you can do to make the walls look more like walls? The way it is sometimes it looks like they are the dark faces of raised/sunk floor tiles. Maybe making the checkered pattern smaller (8x8) so that it doesn't match the length of the walls would help...


Top
 Profile  
 
 Post subject:
PostPosted: Sat Mar 13, 2010 8:35 am 
Offline

Joined: Wed Feb 17, 2010 5:42 pm
Posts: 359
Location: Denine's Devil Mansion
Oh,YES,I'm looking forward it!
It's really nice you can make it moving smoothly :D
Little question about music:Will be all new music,or maybe "remakes" for other Chu chu rocket games?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Mar 13, 2010 3:51 pm 
Offline
User avatar

Joined: Fri Nov 19, 2004 7:35 pm
Posts: 3931
IT'S ALIIIIIIIVE!!!
Image

Blue stuff at the bottom is from turning off the screen early. My nametable updates were 3 scanlines too long.

Edit: replaced image with one including all frames of animation. The old image still available, but it's missing half of the animation frames. You probably can't tell the difference.

_________________
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!


Last edited by Dwedit on Sat Mar 13, 2010 4:21 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Sat Mar 13, 2010 4:14 pm 
Offline
User avatar

Joined: Tue Jul 03, 2007 1:49 pm
Posts: 967
Awesome job.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Mar 13, 2010 4:31 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 18989
Location: NE Indiana, USA (NTSC)
Dwedit wrote:
but it's missing half of the animation frames. You probably can't tell the difference.

You're right; I can't tell the difference. Players probably won't be able to either, especially if you start running low on CHR space.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Mar 13, 2010 5:01 pm 
Online
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10010
Location: Rio de Janeiro - Brazil
Dwedit wrote:
Blue stuff at the bottom is from turning off the screen early. My nametable updates were 3 scanlines too long.

Watch out for that nasty bug tepples discovered where OAM would get corrupted depending on where in the scanline you disabled rendering. Enabling rendering late is safer, IMO.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 72 posts ]  Go to page 1, 2, 3, 4, 5  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