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Kiwi

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Kiwi last won the day on August 8 2014

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  • Birthday 02/07/1983

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  1. Hope you don't mind me answering some tech question nanochess. 1. There's 1024 bytes of RAM, I think maybe 700 bytes of variable for users. 2. There's 0x8000-0xFFFF for cart, 0x7xxx for RAM. It can't use VRAM memory, however you can upload and retrieve data from it, but slower doing that. 3. The video hardware don't do hardware flips, yet Atari, Intellivision, nes, etc could. There's BIOS command, but I have no idea how it invoke that. Zoom affect all sprites, 2 type of zoom. There's also 8x8 16x16 mode, only 4 on a line, even in 8x8 mode! You have 64 sprite pattern in 16x16 mode, 256 sprites pattern in 8x8 mode. There's a max of 32 sprites single color on screen. And only feature is the early clock mode to move the sprite 32 pixel to the left. Useful to pan your sprite off the screen smoothly to the left instead of disappearing and warping to the right side. 4. There's several graphic mode, one for low color which has 32 1 fg/bg color per 8 8x8 pattern. The other the undocument graphic mode that has 2 color per 1 row, until 2048. The one rarely use is the multicolor mode, only 64x48 dots on screen. There's mode you can use one tileset, one colorset. Or bitmap mode which uses 3 tileset, 3 colorset, which takes up 12KB of VRAM. Usually I work in 3 tileset, one colorset for my project. There's a mirroring bug on real hardware if you use sprite number 9-32 if you use undocumented screenmode 2 with 1 tileset 1 colorset mode. There's text mode, which uses 40 column by 24 row. There's no sprite or color table in this mode since the display is maxed out at 320, which sprite can't be use, and color comes from the video register. 5. Scrolling is tough since it takes about 2-3 screen time to fill up the screen with tiles. I used double buffer name table to hide the tile update for Vanguard and Sparrow goes Flapping. 6.The screen is split up into 3 segment. 7. You can access the VRAM at anytime, however, you have to do the update before nmi occur, which when the screen finish drawing. I recommend doing small graphic update right after WAIT to update the sprite attribute(to avoid screen tearing), score, DMA sprites, and etc. 8. I looked through his window to check, but he threw an axe at me. How rude. 😛
  2. Probably want to add either RAW or RLE/Pletter/bitbuster decompressor library to import graphics from source code since there are several program that generate graphics tiles. Some output in C like Amy's tool ICVGM. I like making tile graphics using that tool and follows graphic mode 2 format. The Mode 1 version of ICVGM 2.02 is great to make graphic mode 1 games. Make sure to limit the INCLUDE to 50 for some reason.
  3. Really like how this is coming along. Really cool! One feature I would want to have is to make 16 height sprites.
  4. It came to me that Mecha 1-7 gotta be in that archives since we only got 8 and 9.
  5. Probably a glitch. He probably forgot to move the position that you enter a cave to the castle. And that cave has 2 exits, and probably a unique case for this bug to happen.
  6. You mean, going crazy? Homer: Yup, don't mind if I do! They're probably fixing the issue right now.
  7. Hmm... I know there's 3 entrance including the hidden entrance behind the throne room chair. I think the false entrance lead you to Edrick's sword. Or may be on 4th or 5th level that has an exit leading to another room. This is based off my memory.
  8. TI83+ version no longer exist only in my mind. The Colecovision port is here,
  9. That's awesome. Back then, I was drawing video design in my notebook. It was until the age of 15 when I started learning HTML and reading the programming section of TI83+ book to make a game. It's a text adventure with ASCII graphics. I had to split it into 2 parts since it only had 23000 bytes available for program and 128KB of flashram for archive. I ported that to Colecovision with actual graphics like over 10 years ago.
  10. Try Shaq Fu for the Game Gear. Even with it reputation on other console, the animation in that game makes the Game Gear into a Gameboy Color game due to many frames of animation with in the fighter.
  11. With my Towering Inferno game. This was my first time using top down 16 directional movement. So my solution was to restore the previous player position if they collide with the wall(impassable object), which doesn't allow them to slide against the wall, thus making it sticky.
  12. Found a possible profile picture for you

    626jscekdnl01.jpg

  13. I mean it would generate a table of sprite pattern like, const byte facing down[] = { 0x00,0x00,0x00,0x01,0x02,0x04,0x08,0x08, 0x0A,0x0A,0x04,0x03,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x80,0x40,0x20,0x10,0x10, 0x50,0x50,0x20,0xC0,0x00,0x00,0x00,0x00 }; // Sprite facing down pattern 2 const byte facing down_2[] = { 0x00,0x00,0x00,0x00,0x01,0x03,0x07,0x07, 0x05,0x05,0x03,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,0x80,0xC0,0xE0,0xE0, 0xA0,0xA0,0xC0,0x00,0x00,0x00,0x00,0x00}; // Sprite facing right pattern 1 const byte facing right[] = { 0x00,0x00,0x00,0x01,0x02,0x04,0x08,0x08, 0x08,0x08,0x04,0x03,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x80,0x40,0x20,0x10,0x10, 0x50,0x50,0x20,0xC0,0x00,0x00,0x00,0x00 }; // Sprite facing right pattern 2 const byte facing right_2[] = { 0x00,0x00,0x00,0x00,0x01,0x03,0x07,0x07, 0x07,0x07,0x03,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,0x80,0xC0,0xE0,0xE0, 0xA0,0xA0,0xC0,0x00,0x00,0x00,0x00,0x00}; // Sprite facing up pattern 1 const byte facing up[] = { 0x00,0x00,0x00,0x01,0x02,0x04,0x08,0x08, 0x08,0x08,0x04,0x03,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x80,0x40,0x20,0x10,0x10, 0x10,0x10,0x20,0xC0,0x00,0x00,0x00,0x00 }; // Sprite facing up pattern 2 const byte facing up_2[] = { 0x00,0x00,0x00,0x00,0x01,0x03,0x07,0x07, 0x07,0x07,0x03,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,0x80,0xC0,0xE0,0xE0, 0xE0,0xE0,0xC0,0x00,0x00,0x00,0x00,0x00}; const byte facing left[] = { 0x00,0x00,0x00,0x01,0x02,0x04,0x08,0x08, 0x0A,0x0A,0x04,0x03,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x80,0x40,0x20,0x10,0x10, 0x10,0x10,0x20,0xC0,0x00,0x00,0x00,0x00 }; // Sprite facing left pattern 2 const byte facing left_2[] = { 0x00,0x00,0x00,0x00,0x01,0x03,0x07,0x07, 0x05,0x05,0x03,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,0x80,0xC0,0xE0,0xE0, 0xE0,0xE0,0xC0,0x00,0x00,0x00,0x00,0x00};
  14. The sprite set section that's is in the red rectangle. If it can generate a list of sprite pattern, that would make it a lot easier.
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