WOW! That game looks fabu..uh.. Really awesome!
These are just mock up screens right? Is this playable?
I've been thinking of a Zelda-like game for some time using the DPC+ kernel in VisualBatariBasic and I like what this looks like a lot! I don't think I would be nudging or prodding you at all to still do my own above head game as mine is quite a departure from The Legend of Zelda and also not a kyewt kitteh 'venture!
So you've got your graphics in binary externally? This reminds me of what might be done with TinyBasic.
OH...and on thoughts about what could be done different:
2. maybe two sprites overlapping for a couple more colors!?!
Yeah. This project is just carefully constructed mockups for now. (and some rough code in a text file)
The graphics are indeed stored in a file! They look like this, in my document:
(I typed everything out in hexadecimal, for legibility.)
On the VCS, overlaid sprites would be overkill. I'd rather spend that space on the monsters and items.
I had actually experimented with multicolor sprites, to see how it would look while prioritizing depth/volume. It looks okay, I guess. But I'm not sure I like it. I may just stick with monochrome sprites.
Coincidentally, I had planned 2 Cat Quest games for the NES, and their eventual sequel, to be 16-bit (for obvious reasons) The console for the 3rd game was never decided on.
The 1st? A Legend of Zelda clone, utilizing the bare bones the NES has to offer (NROM Mapper), while presenting a much
larger game! Suck it Nintendo!
It was a little more than half done, when I scrapped the project. I decided that the NES homebrew community are butts, and that I'd rather not waste my time with the likes of them.
The 2nd? A Wonderboy clone, with an Zelda II-like Overworld, a marriage of elements from both games.
...and the 3rd was planned to be a straight clone of A Link to the Past. Of course!
But it would totally blow peoples minds on the VCS!
On the 7800 it could be done BETTER (* begins briskly walking away while reaching into coat pocket...)
THAN on the NES!!
If the scale of my cancelled NES game blew people's minds, just imagine what I could do on the VCS!
I have no doubt that it would look nicer on the 7800. Though, I have no experience with that machine. Coding, or otherwise. My only Atari experience was with the 2600, when I was a child.
The venetian blinds will work fine for the background graphics (PF) but for the sprites it may impose too many limitations. Repositioning the sprite each scanline can only be done via HMOVE and that can only shift the position 7 or 8 pixels.
I'd also be concerned about getting that much data to the TIA. Asymmetric PF is 6 PF? writes. Both sprites will need the move, graphics, and color registers set. That's 6 more register writes. Move strobe brings the total to 13 and I probably missed something. So 76 cycles to update 13+ registers. The only way that could work is to use LDA immediate and STA ZP pairs. 13 * (2 + 3) = 65 cycles.
The next problem would be address space. Each scanline would consume 13 * (2 + 2) + 11 = 63 bytes. 192 * 63 = 12096 bytes of RAM to hold the entire screen. That's 6 2K RAM pages. Looks like those remaining 11 cycles will be used to bank switch to the next RAM page.
The final problem would be updating 12KB of RAM in overscan/vblank. Only the immediate value needs to be updated so it's only 13 bytes per scanline. 192*13=2496. The best thing to do here is just draw a black screen and dedicate all CPU resources to updating the screen buffer for a couple of frames.
With the 3E bank scheme I think this project could be feasible. You would just have to be very careful about where sprites can and can't go.
Hmm... venetian blinds are less ideal then? Alright, I can always revert the sprites back to solid color.
Honestly though, I kind of liked how it made the sprites match the style of the background. >.>
...and a mockup of the Dragon boss in action, because why not?
I've been carefully planning out a display kernel, that's as unrolled as I can get it, for speed purposes.
I'd ultimately be fine with adding some RAM for this game, but I'd otherwise rather stick with stock hardware, just for fun.
I could possibly lower the vertical resolution a tad, without losing too much detail? I may try that.
Yeah. Drawing colors over a black screen, is exactly what I had in mind, when I made the background color universally black. I do that with my 8-bit pixel art as well, to squeeze out more detail, with less.
I have no problem with restricting sprite location, I had planned for the game to be a bit slower paced.
Try TAB/Video Settings/Render = Software or Direct3D
Huh, I'm not sure what you mean? Stella throws up a display error, and closes, without even opening a window!
I found the Z26 emulator, and that seems to work. But it's severely out of date? Hmm...