Kasumi wrote:Here's every power of 2 from 1KB to 256KB. Strange about errors. I'm using a super old version, though. So who knows what might have changed.
Oh wow! Thank you! That's far more than I expected! These will be very helpful, for just about any future projects I would have in mind!
Well, It wasn't exactly an error, just a strange visual quirk I noticed. Must be referencing invalid string data, somewhere. Format difference between versions?
tepples wrote:So Sir Ababol is a "classic" already? :p
I gave the name a google, and found it on Nintendo Age. Wow! I'll have to give that game a try! It looks interesting! O_O
The game is direct a parody of Ghosts N' Goblins. I'd show off enemy sprites, but they're rather... inappropriate. Haha. The Raccoon Lady loses her armour from being hit, of course!
tepples wrote:One approach is to make huge monolithic CHR files, which is fine if you're coming from an NROM or CNROM mindset. Another approach that I have tended to use lately for CHR RAM mappers (NROM-256 modded for a 6264 in the CHR socket, AOROM, BNROM, and UNROM) is make a bunch of small (16 to 128 tile) PNG files that an image converter program converts to CHR files. My build process uses GNU Make to automatically call the converter again whenever the PNG files have changed. Then I can include each CHR file using .incbin and copy it to a given address in CHR ROM as it is needed, such as loading the sprites for the characters that both players have selected. Or I can even compress the CHR files and have the NES program decompress them when loading them. Tile compression slows down loading slightly, but it can help squeeze, say, a 144 to 160 KiB game into a 128 KiB chip.
If you plan to distribute your game on a standalone cartridge, it's OK to aim big, such as 4 Mbit (512 KiB) for UNROM, BNROM, or AOROM. That's how big Dragon Warrior 3, Dragon Warrior 4, Mega Man 4, and Mega Man 6 are, though they use somewhat more complicated mappers. Just be aware of two things. First, it takes more effort from your artists and level designers to fill more space; a small cart can help you limit the scope of your design to something manageable. Second, if you want to get your game included on the next community multicart, you'll have to justify the larger size of your game with suitably compelling gameplay.
Cat Quest is certainly small enough for inclusion on a community cart! I'm still learning 6502 right now, so it will likely be a while before I can even consider something like that. It's still a slow crawl.
As for this platformer? No, probably not. By "adult oriented" I mean it's a game of a pornographic nature. Certainly NOT suited to a community project!