Progress Thread - Jammin Honey

Moderator: Moderators

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Wed Sep 06, 2017 7:14 am

It is certainly a choice to be made, but it was intriguing that the notes counter counts 2 for doubles. It can make for situations where the counter is 2, while there is only one left item on the stage.
I won't worry until I see a bug.
Like pacman (dots), there should be exactly as many notes on screen as you need to collect.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Thu Sep 07, 2017 1:47 pm

Here's some more concept drawings. Maybe Title Screen.
Attachments
GG2.jpg
GG2.jpg (49.83 KiB) Viewed 5225 times
GG1.jpg
GG1.jpg (39.21 KiB) Viewed 5225 times
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
Myask
Posts: 965
Joined: Sat Jul 12, 2014 3:04 pm

Re: Progress Thread - Jammin Honey

Post by Myask » Thu Sep 07, 2017 3:20 pm

The latter looks more suited as manual art. ;-) Look good.

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Fri Sep 29, 2017 7:22 pm

I've been trying to make the game appeal more to girls. I added the ability to customize the color of the guitar girl. Also changed the mapper to CNROM, because I'm using up all the tiles just for the title and option screen.
Jammin03.png
Jammin03.png (4.18 KiB) Viewed 5062 times
By the way, one of the Ms in Jammin is sprites, because of kerning problems, and not enough BG tiles left. Actually, there are lots of sprites in both pictures.
Jammin04.png
Jammin04.png (2.4 KiB) Viewed 5062 times
The game engine is 99% done, but with temp graphics and only test rooms. And no enemy AI yet.
nesdoug.com -- blog/tutorial on programming for the NES

tepples
Posts: 22052
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Progress Thread - Jammin Honey

Post by tepples » Fri Sep 29, 2017 8:08 pm

Don't forget to leave room on the title screen for "PRESS START BUTTON" and a copyright notice (if you aren't displaying one on the previous screen).

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Fri Sep 29, 2017 8:22 pm

Don't forget to leave room on the title screen for "PRESS START BUTTON" and a copyright notice (if you aren't displaying one on the previous screen).
Is that a rule?

There will be a 3rd (unseen) screen with copyright and such. Between the Title and Options screens.

I suppose I could 'Press Start', with sprites.

Maybe a sprite zero hit near the bottom to switch tilesets, could put the copyright. I wouldn't prefer it.
nesdoug.com -- blog/tutorial on programming for the NES

tepples
Posts: 22052
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Progress Thread - Jammin Honey

Post by tepples » Fri Sep 29, 2017 8:27 pm

dougeff wrote:
Don't forget to leave room on the title screen for "PRESS START BUTTON" and a copyright notice (if you aren't displaying one on the previous screen).
Is that a rule?
It is nowadays for games published on modern consoles. TRC, Lot Check, or whatever the console maker calls it usually specifies a wording for the prompt on the title screen. The "Luigi Bros." hack adds it, for instance. See also a reddit thread about "Press Start".

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Fri Sep 29, 2017 8:48 pm

Several real NES games (TMNT, Die Hard, Megaman 2, etc) do a quick copyright screen before the title screen. I think I will do that.

Press Start, I thing blinking with sprites will work, probably in that blank area to the upper right.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
Fisher
Posts: 1096
Joined: Sat Jul 04, 2015 9:58 am
Location: -29.794229 -55.795374

Re: Progress Thread - Jammin Honey

Post by Fisher » Sat Sep 30, 2017 12:43 am

That girl in the title screen looks really nice!
Hope you can share a demo or video soon.

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Thu Oct 05, 2017 4:10 pm

I estimate it will take me 20 minutes per level, to draw the level, compress the data, compile, test the room.

Times 24 levels planned = 8 hours of work to do.

No shortcuts in life.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
tokumaru
Posts: 11859
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Progress Thread - Jammin Honey

Post by tokumaru » Thu Oct 05, 2017 5:40 pm

That's... insanely fast! :shock:

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Thu Oct 05, 2017 8:05 pm

You're right, it's turning out to be more like 30-35 minutes per level.

12+ hours to go.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
gauauu
Posts: 703
Joined: Sat Jan 09, 2016 9:21 pm
Location: Central Illinois, USA
Contact:

Re: Progress Thread - Jammin Honey

Post by gauauu » Thu Oct 05, 2017 9:45 pm

By the end of any given project, I get really sick of doing level design.

Keep up the good work.

User avatar
dougeff
Posts: 2737
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Thu Oct 12, 2017 8:34 pm

Hmm, it looks like my levels require about 225-250 bytes a piece. Times 25 = 6000* bytes for level data. 0x1770. I didn't realize it, but, once I put the music in, and the DMC sample(s), I'm not going to have that much space for levels. (possibly).

I may have to shove the level data in one of my CHR-ROM banks. (CNROM).

OK, so that's ...set the PPU address, do 1 dummy read, then normal reads.

If I THEN set another PPU address, do I need to do another dummy read?

*it's actually 6243 bytes of level data. 0x1863.
Last edited by dougeff on Thu Oct 12, 2017 8:40 pm, edited 1 time in total.
nesdoug.com -- blog/tutorial on programming for the NES

lidnariq
Posts: 9676
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Progress Thread - Jammin Honey

Post by lidnariq » Thu Oct 12, 2017 8:37 pm

The act of reading from $2007 always
* returns the current latch
* schedules reading another byte into the latch

So the simple way of handling things always ends up loading an irrelevant byte after each contiguous block fetched, but kleverness in scheduling could avoid these redundant reads.

Post Reply