Search found 2157 matches

by Celius
Fri Dec 08, 2017 1:22 pm
Forum: General Stuff
Topic: Why "logic" is bullshit (RANT)
Replies: 176
Views: 31640

Re: Why "logic" is bullshit (RANT)

I don't think actual logic is the issue. It sounds to me like what people call logic isn't really logic, which is an issue.
by Celius
Fri Dec 08, 2017 11:47 am
Forum: NESdev
Topic: Reading from PPU for background collision
Replies: 20
Views: 5159

Re: Reading from PPU for background collision

The main thing I like about it is that it just works by itself without a lot of "special case" intervention. The only issue I ran into was if I sized my rolling window to be exactly 2 screens, I saw bad things happen when changing directions. Since both the left and right boundary of the window are ...
by Celius
Thu Dec 07, 2017 1:39 pm
Forum: NESdev
Topic: Reading from PPU for background collision
Replies: 20
Views: 5159

Re: Reading from PPU for background collision

The circular buffer concept is really quite easy to work with, especially in projects that only scroll horizontally or vertically. For me, the trick was to dedicate 2 pages of RAM to house a 2-screen rolling window of collision data (I store it in $600-$7FF). The data is formatted so that every 16 b...
by Celius
Wed Dec 06, 2017 10:23 am
Forum: NESdev
Topic: Reading from PPU for background collision
Replies: 20
Views: 5159

Re: Reading from PPU for background collision

Another disadvantage to using hardware tiles for collision detection is that if you do, you really can't repurpose a hardware tile. For example, you can't use the same tile to draw a real wall and a fake wall, even though the graphics are identical. Metatiles have more flexibility this way, and mult...
by Celius
Tue Dec 05, 2017 3:11 pm
Forum: NESdev
Topic: Reading from PPU for background collision
Replies: 20
Views: 5159

Re: Reading from PPU for background collision

One thing you can do that is still ugly, but at least feasible, if you're set on doing it this way, is use cartridge PRG-RAM and buffer writes to the nametable in a section of RAM that you're expecting to be identical to your nametable data, and read from that instead of using the PPU registers. It...
by Celius
Mon Dec 04, 2017 11:00 am
Forum: General Stuff
Topic: The latest Firefox, vs. Chrome...
Replies: 20
Views: 3605

Re: The latest Firefox, vs. Chrome...

I typically use Firefox, mainly because I like to have NoScript enabled when going to random sites. I'm sure there's an alternative to the Firefox/NoScript combo, I just haven't bothered to look it up. Otherwise, I will really only use Safari/IE/Chrome for testing my website to make sure there aren'...
by Celius
Thu Nov 09, 2017 3:47 pm
Forum: NES Graphics
Topic: Literal recreation
Replies: 52
Views: 20467

Re: Literal recreation

One last thing is in the way of making this scene work as a vertically scrolling room, and it's the 2D concaveness of the cross-section perspective (type B). Type A solves this but makes everything look oddly tilted. Two other options are stretching the vertical concaveness out over 2 screens heigh...
by Celius
Mon Nov 06, 2017 1:11 pm
Forum: NES Graphics
Topic: Literal recreation
Replies: 52
Views: 20467

Re: Literal recreation

Just wanted to say, the revisions look much better! Is this part of the level scrollable? If so, what happens to the windows and the curved bricks when you scroll?

EDIT: Woops, missed the part where you said this was more "doodling".
by Celius
Fri Nov 03, 2017 2:59 pm
Forum: NES Graphics
Topic: Literal recreation
Replies: 52
Views: 20467

Re: Literal recreation

Looks great! I love the texture of the outer walls! It took me a minute to realize there was a window on the left wall, and that's why there are lighting effects coming from that side. I'm not sure I would have noticed that in-game (I only notice because I'm looking at a static screenshot). I'm also...
by Celius
Thu Nov 02, 2017 12:16 pm
Forum: NES Graphics
Topic: what software are you using? late 2017 edition
Replies: 25
Views: 12944

Re: what software are you using? late 2017 edition

I personally find GIMP hard to use, though I'm sure it's pretty powerful for being free once you learn how to use it. I recommend Paint.NET for people who use paint, but want layers, magic wand, and some color adjusting functionality. It's pretty easy to use, though I find just a couple of things an...
by Celius
Wed Nov 01, 2017 2:15 pm
Forum: NES Graphics
Topic: Your thoughts? Alien Landscapes
Replies: 45
Views: 27208

Re: Your thoughts? Alien Landscapes

Absolutely beautiful work; I am very impressed! It can be difficult with limited colors to create enough contrast between the foreground and background, and you've done an amazing job at that. I'm unsure if you've made any changes to the original image you posted in this thread, but I did have one t...
by Celius
Fri Oct 20, 2017 9:31 am
Forum: General Stuff
Topic: What was the first NES homebrew game?
Replies: 61
Views: 14240

Re: What was the first NES homebrew game?

I feel like a higher frame rate is more important then resolution in a game like this, and since this is the NES we're talking about, there will have to be compromises. I would agree about frame rate being a higher priority. I would try to find a balance between resolution and complexity of texture...
by Celius
Thu Oct 19, 2017 10:23 am
Forum: General Stuff
Topic: What was the first NES homebrew game?
Replies: 61
Views: 14240

Re: What was the first NES homebrew game?

Use 4x4 software pixels, so that all possible pattern combinations fit in a constant set of 256 tiles, eliminating the need for slow CHR-RAM manipulation. I wonder if it would work to use 2x8 software pixels and use timed code to reset the scroll every 2 scanlines to increase resolution... I think ...
by Celius
Wed Oct 18, 2017 7:51 am
Forum: NESdev
Topic: Enemy placement in screen-by-screen top-down game
Replies: 28
Views: 6502

Re: Enemy placement in screen-by-screen top-down game

About the whole issue of "pick random spot, if it doesn't work, pick another one": The problem that I have with this is the unpredictability. Moving away from an unallowed tile in a specific fashion will eventually reach a valid tile. But doing another random value means that this could potentially...
by Celius
Tue Oct 17, 2017 2:28 pm
Forum: NESdev
Topic: Enemy placement in screen-by-screen top-down game
Replies: 28
Views: 6502

Re: Enemy placement in screen-by-screen top-down game

I still have to react to placement in solid tiles and I still have to take care that the enemies don't appear too close to the hero's side. This is true. The one nice thing to this approach is that you potentially could get away with manually positioning the areas to always be away from where the p...