Is there NES restrictions document for designers?

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tokumaru
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Re: Is there NES restrictions document for designers?

Post by tokumaru » Mon Nov 26, 2018 3:03 pm

I think I've seen the restrictions of the system explained in a concise way targeting pixel artists before, but more often than not, there are additional restrictions imposed by the engine being used, so even the best presentation ever about the console itself probably couldn't be considered the definitive guide for aspiring NES artists.

tepples
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Re: Is there NES restrictions document for designers?

Post by tepples » Mon Nov 26, 2018 3:49 pm

Related previous topics:

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tokumaru
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Re: Is there NES restrictions document for designers?

Post by tokumaru » Mon Nov 26, 2018 7:17 pm

yaros wrote:I also just found nesrocks's article from last month.
https://nesrocks.com/blog/nes-graphics/
These are cool! However, contrary to what tutorial 5 says, you can actually have parallax effects with background on top of background if you use the technique demonstrated in tutorial 4 (animated patterns). As long as the background is composed of small, repetitive patterns (as seems to be the case with the clouds in tutorial 5), you can have tilesets with different rotations of said patterns that you can use to artificially scroll the patterns independently from the real scroll.

This technique was heavily used in the games Metal Storm and Sword Master, and occasionally in Battletoads, Bucky O'Hare and others. You can never achieve true multi-layer parallax effects on the NES, but when done right, this trick can look quite impressive!

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nesrocks
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Re: Is there NES restrictions document for designers?

Post by nesrocks » Tue Nov 27, 2018 5:10 am

Nice that you find those :)

@Tokumaru Yeah, there are many techniques that can be used to break what I say in the tutorials. For example, tutorial 2 says you can only have 256 unique background tiles in the screen at once, but that is not true with mid-frame bank switching. I intend to keep the tutorials going. Next I'll talk a bit about sprites, and then I'll talk about these special tricks.

It took me some time to understand what the NES does, graphically. I think one of the quickest ways is to use nes screen tool and yy-chr and make something. Also, look at games running on an emulator such as fceux or mesen and look into the ppu viewer (nametable, chr) and try to see what's going on. I recommend starting with a simple early game because there may be mid-frame changes that don't appear in the viewer and will confuse you.

edit: that mugen topic sounds like a good read for someone confused about the nes graphics. A lot of info there.

Nice article by Brad Smith about sprites: https://www.kickstarter.com/projects/11 ... ts/1582636
https://twitter.com/bitinkstudios <- Follow me on twitter! Thanks!

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Kasumi
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Re: Is there NES restrictions document for designers?

Post by Kasumi » Wed Nov 28, 2018 9:22 pm

Not necessarily better than what's linked but I've made two.

In a single image:
Image
More technical but hey, why not: https://pixelation.org/index.php?topic= ... #msg115062

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Sumez
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Re: Is there NES restrictions document for designers?

Post by Sumez » Thu Nov 29, 2018 12:37 am

Kasumi, that's a really awesome guide. The font is really hard to read, though :/

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Re: Is there NES restrictions document for designers?

Post by nesrocks » Thu Nov 29, 2018 4:58 am

I wouldn't say it's the font, I think it's the amount of information in such a small space. They are all crucial info to make it work, but it's hard to take it all in at once like that. To me, the forum post is better! It's a great read for clarification.
https://twitter.com/bitinkstudios <- Follow me on twitter! Thanks!

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pubby
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Re: Is there NES restrictions document for designers?

Post by pubby » Thu Nov 29, 2018 12:57 pm

dustmop wrote some good articles, but I don't think they're targeted to artists

http://www.dustmop.io/blog/2015/04/28/n ... cs-part-1/

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