Progress Thread - Jammin Honey
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Re: Progress Thread - Jammin Honey
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.
Re: Progress Thread - Jammin Honey
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?
Re: Progress Thread - Jammin Honey
I've tested the white version on real hardware.
nesdoug.com -- blog/tutorial on programming for the NES
Re: Progress Thread - Jammin Honey
I'm with everyone else -- the black looks better, but doesn't look as unique.
My games: http://www.bitethechili.com
Re: Progress Thread - Jammin Honey
I'm going to leave black as "optional" for now.
nesdoug.com -- blog/tutorial on programming for the NES
Re: Progress Thread - Jammin Honey
The black color gives it some depth the white one lacks.
Cool project.
Cool project.
Re: Progress Thread - Jammin Honey
The black looks better, but I think it's a good idea to keep the option of being able to select the background color
- rainwarrior
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Re: Progress Thread - Jammin Honey
I liked the white backgrounds, but I don't expect this to be a decision by vote.
Re: Progress Thread - Jammin Honey
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.
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
Re: Progress Thread - Jammin Honey
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!
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
Re: Progress Thread - Jammin Honey
It wouldn't be a Kasumi gameplay post without a bug or quirk:
Beat it:
Well balanced little game. I was a bit disappointed the girl on the ending screen didn't match my color choices.
Edit: Hah, I just realized I basically chose my avatar.
Beat it:
Well balanced little game. I was a bit disappointed the girl on the ending screen didn't match my color choices.
Edit: Hah, I just realized I basically chose my avatar.
Re: Progress Thread - Jammin Honey
Here's what that would look like, (with pink hair). (updated)I was a bit disappointed the girl on the ending screen didn't match my color choices.
- Attachments
-
- JamminHoney1.png (4.16 KiB) Viewed 14547 times
nesdoug.com -- blog/tutorial on programming for the NES
Re: Progress Thread - Jammin Honey
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
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 (5.92 KiB) Viewed 14511 times
nesdoug.com -- blog/tutorial on programming for the NES
Re: Progress Thread - Jammin Honey
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.
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