bigpotato wrote:
Cool! Mit, I think you have too many tile palettes (tiles are both foreground and background).
If you were talking about me, I already fixed that issue.
And this is the palette:
Top: Background palette
Middle: Background palette for last 32 scanlines
Bottom: Sprite palette
NES can actually change palettes mid-frame. Most games don't do this as it's hard to implement, but it's possible without any extra chips.
Noah's Ark and a bunch of tech demos used this technique in a much more complex way.
Also, I know it seems like ? blocks have too many colors, but they are actually tiles that have extra sprites overlaying them.
This is how the mockup looks without sprites. And since flickering has to be coded manually, ? blocks would have the highest priority, which would make flickering 10 times less annoying. It would occur very rarely anyways.
For memory, I think this would be too much for NES to handle, but RAM chips were very common back then. Even SMB2 and SMB3 had those, and considering SMB4 would be a late NES title, I'm pretty sure it would be fair to design things around having some extra RAM.
Yes, I know I'm taking this way too seriously, but hey, at least I had fun while doing this lol.
I actually wanna turn this into a short fangame now.
[quote="bigpotato"]Cool! Mit, I think you have too many tile palettes (tiles are both foreground and background).[/quote]If you were talking about me, I already fixed that issue.
[img]http://i.imgur.com/suDCFhn.png[/img]
And this is the palette:
[img]http://i.imgur.com/KL8Y7Wq.png[/img]
Top: Background palette
Middle: Background palette for last 32 scanlines
Bottom: Sprite palette
NES can actually change palettes mid-frame. Most games don't do this as it's hard to implement, but it's possible without any extra chips. [url=https://www.youtube.com/watch?v=43pmwBwBoHs]Noah's Ark[/url] and a bunch of tech demos used this technique in a much more complex way.
Also, I know it seems like ? blocks have too many colors, but they are actually tiles that have extra sprites overlaying them. [url=http://i.imgur.com/KQucWuq.png]This is how the mockup looks without sprites.[/url] And since flickering has to be coded manually, ? blocks would have the highest priority, which would make flickering 10 times less annoying. It would occur very rarely anyways.
For memory, I think this would be too much for NES to handle, but RAM chips were very common back then. Even SMB2 and SMB3 had those, and considering SMB4 would be a late NES title, I'm pretty sure it would be fair to design things around having some extra RAM.
Yes, I know I'm taking this way too seriously, but hey, at least I had fun while doing this lol.
[size=25]I actually wanna turn this into a short fangame now.[/size]