My Untitled Platformer

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wonder
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My Untitled Platformer

Post by wonder » Thu Jul 16, 2020 4:02 am

EDIT: Everything fixed!!!

Hi!

So here's something I've been working on for a year now. I don't have time to dive into the project's tech specs right now, but I'd like to share a small demo I've put together:

Image Image
platformer.nes
(256.02 KiB) Downloaded 33 times

There are 4 enemies on the map and no winning conditions (just don't die).
Enemy A.I. is not fully implemented yet.
Graphics are kind of placeholder(ish).
Music and SFX are just placeholders.

A - Jump / Drop player (debug mode)
B - Attack (release) / Drop balls (debug mode)
Start - Pause / Restart level
Select - Toggle debug mode
Dpad - Move the player / Cursor (debug mode)

What do you think?
Last edited by wonder on Thu Jul 16, 2020 1:52 pm, edited 8 times in total.
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aa-dav
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Re: My Untitled Platformer

Post by aa-dav » Thu Jul 16, 2020 5:05 am

As I wrote in previous topic: looks very cool!
But this image hangs up at startup (grey screen) in FCEUX. It works well in Mesen. However not wotking in FCEUX is bad sign. I bet there is some bug in startup code.

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wonder
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Re: My Untitled Platformer

Post by wonder » Thu Jul 16, 2020 5:25 am

Thank you for testing!!! :) How’s the gameplay? Somewhat fun, I hope. :mrgreen:

If you get stuck, use debug mode to change the player position.

I always test on Nestopia and MESEN so that bug slipped through. I’ll try to figure it out. :)
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aa-dav
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Re: My Untitled Platformer

Post by aa-dav » Thu Jul 16, 2020 8:30 am

wonder wrote:
Thu Jul 16, 2020 5:25 am
Thank you for testing!!! :) How’s the gameplay? Somewhat fun, I hope. :mrgreen:

If you get stuck, use debug mode to change the player position.
Gameplay is very limited now, but existing things feel good.
I always test on Nestopia and MESEN so that bug slipped through. I’ll try to figure it out. :)
Another possible reason: inadequate header for image (sizes and aligns)

Pokun
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Re: My Untitled Platformer

Post by Pokun » Thu Jul 16, 2020 8:38 am

Both physics and graphics are pretty cool, despite being placeholder graphics. They are a little small though, but I guess you will make it bigger?

I think Mesen is more accurate than FCEUX, but if it doesn't work in FCEUX you are probably doing something weird, although not necessarily wrong.

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dougeff
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Re: My Untitled Platformer

Post by dougeff » Thu Jul 16, 2020 9:29 am

Something is wrong with sizes.

The header says PRG ROM is 0x0A, which is invalid. It should be a power of 2. This is probably why it crashes in FCEUX, who's log say it thinks there are 16, not 10 PRG banks.

The total file size is 416k which is very weird.

If it has 16 banks of CHR (0x2000)
and 16 banks of PRG (0x4000)
and 0x10 bytes header.

That should be 0x60010 bytes (393232 bytes).

Change that to 8 banks of PRG (0x4000), that would be 0x40010 bytes (262160 bytes).
nesdoug.com -- blog/tutorial on programming for the NES

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wonder
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Re: My Untitled Platformer

Post by wonder » Thu Jul 16, 2020 11:01 am

Pokun wrote:
Thu Jul 16, 2020 8:38 am
Both physics and graphics are pretty cool, despite being placeholder graphics. They are a little small though, but I guess you will make it bigger?

I think Mesen is more accurate than FCEUX, but if it doesn't work in FCEUX you are probably doing something weird, although not necessarily wrong.
Thanks!!! I was inspired by Micro Mages to do an 8x8 platformer. I hope I can make it fun and interesting to play. :)
dougeff wrote:
Thu Jul 16, 2020 9:29 am
Something is wrong with sizes.

The header says PRG ROM is 0x0A, which is invalid. It should be a power of 2. This is probably why it crashes in FCEUX, who's log say it thinks there are 16, not 10 PRG banks.

The total file size is 416k which is very weird.

If it has 16 banks of CHR (0x2000)
and 16 banks of PRG (0x4000)
and 0x10 bytes header.

That should be 0x60010 bytes (393232 bytes).

Change that to 8 banks of PRG (0x4000), that would be 0x40010 bytes (262160 bytes).
Thanks for the tip!! I refer to your blog a lot and I was looking at your MMC3 example trying to understand what can be wrong in my project’s code.

I’ll try to figure it out. :)
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wonder
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Re: My Untitled Platformer

Post by wonder » Thu Jul 16, 2020 12:13 pm

...and fixed!! It was the memory layout, silly me! The ROM is now exactly 256k, but if I understand correctly the MMC3 can go up to 512K, right?

Image

I'm re-uploading the NES file on the opening post. :beer: :D
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dougeff
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Re: My Untitled Platformer

Post by dougeff » Thu Jul 16, 2020 12:26 pm

They can be this big.

Kirby's Adventure
512k PRG / 256k CHR H
MMC3 (4)
nesdoug.com -- blog/tutorial on programming for the NES

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wonder
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Re: My Untitled Platformer

Post by wonder » Thu Jul 16, 2020 12:52 pm

Thanks!! :)

I updated the first post with the fixed ROM.

I've also updated the demo. You can now drop some balls in debug mode! :lol:

Image
Press SELECT, move the cursor and press B.
Image

rox_midge
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Re: My Untitled Platformer

Post by rox_midge » Thu Jul 16, 2020 5:57 pm

I like it! The "one-hit kill" mechanic would lend itself well to an onslaught of enemies, and the sprite size makes the world seem spacious.

Controls seem very well done - a little tricky to make one of the required jumps, and there are some parts you can't reach, but that's more in the level design department.

I also found the very long message that needed to be split into multiple parts, which worked just fine.

Minor bugs only: I wound up embedded into the ground at one point when I respawned, but I couldn't reproduce that. There's a bit of stuttering when you bounce off the ground, but it might be intentional - looks like you might lose your forward momentum.

I was worried that it might not read very clearly on a physical TV, but everything still looks good with the NTSC filter in place.

Great start!

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wonder
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Re: My Untitled Platformer

Post by wonder » Sat Jul 18, 2020 5:43 am

rox_midge wrote:
Thu Jul 16, 2020 5:57 pm
I like it! The "one-hit kill" mechanic would lend itself well to an onslaught of enemies, and the sprite size makes the world seem spacious.

Controls seem very well done - a little tricky to make one of the required jumps, and there are some parts you can't reach, but that's more in the level design department.

I also found the very long message that needed to be split into multiple parts, which worked just fine.

Minor bugs only: I wound up embedded into the ground at one point when I respawned, but I couldn't reproduce that. There's a bit of stuttering when you bounce off the ground, but it might be intentional - looks like you might lose your forward momentum.

I was worried that it might not read very clearly on a physical TV, but everything still looks good with the NTSC filter in place.

Great start!
Thank you so much!! Player feedback is really important for me!! :)

I have to admit I didn't pay too much attention to the level design aspect of this tech demo. :roll:
I couldn't reproduce getting stuck on the ground.

So I've found a few bugs and logic flaws:

Code: Select all

[Bug  ] When restarting the level from one of checkpoints some tiles do not animate anymore
[Logic] A.I. sometimes get confused when the player is directly underneath 
[Logic] A.I. follows the player into the lava pits
[Logic] Player doesn't die on the lava pits
[Misc ] Very low performance (WIP)
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