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Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 8:54 am
by dougeff
I was thinking of simpler. Like the Pacman screen that says "Blinky...Pinky...Inky...Clyde"

Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 8:57 am
by Lazycow
Bossfights! hui!

Doing random movements in attract mode sucks somehow, but you could just show some screens without the player for some seconds and then return to the title. Maybe.

Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 9:01 am
by tokumaru
A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".

Another way to get the most out of logged keypresses is to reduce the input frequency from 60 to, say, 15fps. This way you could have each byte in the following format:

Code: Select all

LRABDDDD
L: left
R: right
A: button A
B: button B
DDDD: number of times to repeat this input combination (1 to 64 frames, in steps of 4);

Just an idea.

Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 9:13 am
by gauauu
tokumaru wrote:A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".


This is true. But if you're already out of space, adding the support code (branches to handle attract mode vs real play, interpreter for your input playback, etc) is non-trivial, even if it's relatively small.

Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 11:12 am
by calima
gauauu wrote:I'm not sure that an attract mode that plays that poorly would be worth even bothering to put in there.

Does anybody really watch them longer than a couple seconds?

Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 11:18 am
by FrankenGraphics
gauauu wrote:
tokumaru wrote:A few dozen bytes should be enough to hold a few seconds of RLE-encoded input logs for simpler sections of a level (i.e. not much jumping or shooting). You might even use just 4 bits to represent input, doubling the amount of state each byte can hold, by excluding up and down if that doesn't cripple the game play. Left + right at the same time could be used as a flag for special codes, such as "end demo".


This is true. But if you're already out of space, adding the support code (branches to handle attract mode vs real play, interpreter for your input playback, etc) is non-trivial, even if it's relatively small.


I think just feeding slowly into the controller buffer in zp ought to be enough. The demo doesn’t need to be masterful. You can probably get away with a really low sample rate, which would be easier than bitpacking... even if it is a neat idea.

Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 11:19 am
by nesrocks
Every NES attract mode I can remember plays poorly.

Re: Progress Thread - Jammin Honey

Posted: Thu Nov 30, 2017 11:24 am
by FrankenGraphics
I’ll make a note of it* for more extensive, competetive vs. computer gameplay. Perfect for sports, racing, and humanoid boss battles like the doppelganger in cv3 but better/less glitchy.

*edit: tokumarus' idea

Re: Progress Thread - Jammin Honey

Posted: Fri Dec 01, 2017 8:06 pm
by dougeff
I managed to save a large amount of bytes by gutting every part of famitone.s and neslib.s that I'm not using.

Testing out some ASM macro functions to inline possible byte saving techniques.

Is it still technically written in C if I have to insert dozens of inline ASM?

Re: Progress Thread - Jammin Honey

Posted: Fri Dec 01, 2017 8:21 pm
by gauauu
dougeff wrote:.

Is it still technically written in C if I have to insert dozens of inline ASM?


Absolutely.

Re: Progress Thread - Jammin Honey

Posted: Fri Dec 01, 2017 8:40 pm
by Punch
NES Homebrew of Theseus.

Re: Progress Thread - Jammin Honey

Posted: Tue Dec 05, 2017 8:43 am
by dougeff
Honestly, it doesn't look bad with black. What do you think?

Re: Progress Thread - Jammin Honey

Posted: Tue Dec 05, 2017 8:51 am
by tepples
Is this Donkey Kong? :P

Re: Progress Thread - Jammin Honey

Posted: Tue Dec 05, 2017 8:53 am
by FrankenGraphics
It certainly provides an early 80:s arcadey air and charm... i think you could go with either, or even one of the pastels. The black might be a bit more relaxing to the eye, but the white is a little novel.

Re: Progress Thread - Jammin Honey

Posted: Tue Dec 05, 2017 9:02 am
by toggle switch
in my opinion the black looks much better.