Working on Chu Chu Rocket NES

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Dwedit
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Working on Chu Chu Rocket NES

Post by Dwedit » Fri Mar 12, 2010 11:01 am

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.
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Jeroen
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Post by Jeroen » Fri Mar 12, 2010 11:18 am

Awesome I love chu chu rocket.

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Dwedit
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Post by Dwedit » Fri Mar 12, 2010 2:04 pm

Not quite there yet...
Image
Image

Drag
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Post by Drag » Fri Mar 12, 2010 2:19 pm

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.

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tokumaru
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Post by tokumaru » Fri Mar 12, 2010 2:53 pm

Will you be able to animate this smoothly (i.e., no "cascade" updates)? Looking forward to this!

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Dwedit
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Post by Dwedit » Fri Mar 12, 2010 6:06 pm

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.
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Dwedit
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Post by Dwedit » Fri Mar 12, 2010 6:59 pm

Image
Bugs squished. Looking much better now.
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Astonish
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Post by Astonish » Fri Mar 12, 2010 7:31 pm

Looks really good so far. I'm looking forward to seeing how you do with this.

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Dwedit
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Post by Dwedit » Fri Mar 12, 2010 8:16 pm

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.
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tokumaru
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Post by tokumaru » Fri Mar 12, 2010 8:28 pm

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...

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Post by Denine » Sat Mar 13, 2010 8:35 am

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?

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Dwedit
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Post by Dwedit » Sat Mar 13, 2010 3:51 pm

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.
Last edited by Dwedit on Sat Mar 13, 2010 4:21 pm, edited 1 time in total.
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Jeroen
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Post by Jeroen » Sat Mar 13, 2010 4:14 pm

Awesome job.

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Post by tepples » Sat Mar 13, 2010 4:31 pm

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.

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tokumaru
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Post by tokumaru » Sat Mar 13, 2010 5:01 pm

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.

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