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Also considering turning it into single direction scrolling with a very long map instead. I don't want to make *exactly* the same game.
I don't want to weigh in too much on your design choices, but it looked like you had a wind mechanic that complements the player avatar changing directions? But if you want to change that up, it's for example a pretty common setup to make levels two screens wide or tall, and "threadmill" the other direction wich is only 1 screen long. There's also the possibility to wrap let the "camera" wrap around the two-screen-wide field.
Oh, and since you probably have more than enough of prg-rom and chr-rom even with the simple CNROM and even more so with any mapper more generous than that, there's plenty of room to do something different and/or potentially larger than your first game, if you ever want to.
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but there is a store a few blocks from my house that sells homebrew games.
Huh... i've never seen those titles before. and they're cheap. Wait, did you remove the picture? I didn't catch their names
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Is the sprite 0 trick hard? You get an interrupt where you change the scroll position
Not hard, but a bit more limited and a bit more to think about than a proper irq. Sprite0 needs to have a solid pixel touching a solid pixel on the background. That makes it much easier to place the HUD/bar on the top because it will always remain still so you know where to score a sprite hit. Placing it at the bottom is trickier because you're not automatically guaranteed to get a sprite hit as the map moves around. Oh, and you must keep your status bar "out of sight" from the map scroll, naturally, but that goes for an irq split too. The last point is another thing that's in the favor of GTROM, since it can flick between 2 sets of 4 nametables, you can keep your status bar and other stuff in one set and the map/ in the other.
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This is *way* more help than I was expecting to get.
It's a very friendly forum, but i think your illustrative example helped a lot.