Progress Thread - Jammin Honey

Moderator: Moderators

User avatar
tokumaru
Posts: 11867
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Progress Thread - Jammin Honey

Post by tokumaru » Tue Dec 05, 2017 9:31 am

It looks less unique with the black background, since tons of early games had black backgrounds, but there's no denying it's easier on the eyes than full on white. Honey herself probably needs a slightly lighter outline to work with the new background, though.

na_th_an
Posts: 556
Joined: Mon May 27, 2013 9:40 am

Re: Progress Thread - Jammin Honey

Post by na_th_an » Tue Dec 05, 2017 10:10 am

I like it black but, as mentioned, you should try lighter colours in the sprite palettes. In my two consoles (a nes clone from the early 90s and a current chinese famiclone) the $0X colours tend to be quite dark. Have you tested it in real hardware?

User avatar
dougeff
Posts: 2749
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Tue Dec 05, 2017 10:32 am

I've tested the white version on real hardware.
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 » Tue Dec 05, 2017 12:41 pm

I'm with everyone else -- the black looks better, but doesn't look as unique.

User avatar
dougeff
Posts: 2749
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Tue Dec 05, 2017 1:20 pm

I'm going to leave black as "optional" for now.
nesdoug.com -- blog/tutorial on programming for the NES

Camoran
Posts: 2
Joined: Tue Nov 07, 2017 12:33 am

Re: Progress Thread - Jammin Honey

Post by Camoran » Wed Dec 06, 2017 12:05 am

The black color gives it some depth the white one lacks.
Cool project.

User avatar
Ryoga
Posts: 53
Joined: Wed Mar 16, 2016 2:08 pm
Location: World 9 - Warp Zone

Re: Progress Thread - Jammin Honey

Post by Ryoga » Wed Dec 06, 2017 3:45 am

The black looks better, but I think it's a good idea to keep the option of being able to select the background color

User avatar
rainwarrior
Posts: 7843
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada
Contact:

Re: Progress Thread - Jammin Honey

Post by rainwarrior » Wed Dec 06, 2017 2:14 pm

I liked the white backgrounds, but I don't expect this to be a decision by vote. ;)

User avatar
dougeff
Posts: 2749
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Mon Dec 11, 2017 6:46 am

I made this optimization today...

replaced pal_col() with inline assembly macro fast_pal_col()

pal_col() compiles into this...

lda #$11 ;2 bytes
jsr pusha ;3 bytes
lda _colorHair ;2 bytes
jsr _pal_col ;3 bytes
;total 10 bytes

and these...

#define fast_pal_col(a, b) \
__asm__ ("lda #%b", b); \
__asm__ ("ldx #%b", a); \
__asm__ ("sta $1c0, x");

//a version with a variable for the color value, %v is global variable
#define fast_pal_col2(a, b) \
__asm__ ("lda %v", b); \
__asm__ ("ldx #%b", a); \
__asm__ ("sta $1c0, x");

are 7 bytes each. 3 bytes savings

I have 60 references to pal_col in my code x 3 = 180 bytes I freed up.

I also had to comment out these lines in neslib.s at line 45.

; lda <PAL_UPDATE ;update palette if needed
; bne @updPal
; jmp @updVRAM

so it actually does the palette update.



The game is 99% done. Just needs the final song and a few tweaks / testing.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
dougeff
Posts: 2749
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Wed Dec 20, 2017 1:54 pm

The game is done. I decided not to use the black background.

http://dl.dropboxusercontent.com/s/3gkv ... nHoney.nes

Here's some game genie codes for the game...

-no bees - PEUYNYAA

-start with 10 lives - PEUNVYAA
-start with 20 lives - ZEUNVYAA
-start with 30 lives - LEUNVYAA

-start at level 10 - PEKNOYAE
-start at level 15 - TEKNOYAE
-start at level 20 - LOKNOYAA
-start at level 25 - AOKNOYAE
-start at boss (level 30) - IOKNOYAE

Enjoy!

Extra thanks to rainwarrior for many pages of notes from play tests!
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
Kasumi
Posts: 1292
Joined: Wed Apr 02, 2008 2:09 pm

Re: Progress Thread - Jammin Honey

Post by Kasumi » Wed Dec 20, 2017 4:52 pm

It wouldn't be a Kasumi gameplay post without a bug or quirk:
Image
Beat it:
Image
Well balanced little game. I was a bit disappointed the girl on the ending screen didn't match my color choices. :cry:

Edit: Hah, I just realized I basically chose my avatar.
Image
Image

User avatar
dougeff
Posts: 2749
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Thu Dec 21, 2017 1:39 pm

I was a bit disappointed the girl on the ending screen didn't match my color choices.
Here's what that would look like, (with pink hair). (updated)
Attachments
JamminHoney1.png
JamminHoney1.png (4.16 KiB) Viewed 9615 times
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
dougeff
Posts: 2749
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Progress Thread - Jammin Honey

Post by dougeff » Thu Dec 21, 2017 8:53 pm

It seems to be working fine. And less than 30 bytes of ROM space remaining. The above link has been updated. Should say "Dec 21".

I don't know why you would want to, but you can skip directly to the end (after you select Honey's colors) with these game genie codes (buggy)

-skip to the end - PEUYNYAA + VOUNUYKL
Attachments
JamminHoney10.png
JamminHoney10.png (5.92 KiB) Viewed 9579 times
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
Estlib
Posts: 83
Joined: Tue Jul 14, 2009 4:23 am

Re: Progress Thread - Jammin Honey

Post by Estlib » Fri Dec 22, 2017 11:17 am

NOPE.

User avatar
thefox
Posts: 3141
Joined: Mon Jan 03, 2005 10:36 am
Location: Tampere, Finland
Contact:

Re: Progress Thread - Jammin Honey

Post by thefox » Mon Feb 05, 2018 2:30 pm

Tried this out, it was fun. Reminds me a lot of Driar.

One suggestion: I badly wanted the chord of the guitar to adapt to the background music :). I think that would be a really nice touch. Now it sounds dissonant every so often.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi

Post Reply