-
Content Count
67 -
Joined
-
Last visited
Posts posted by CloakeD
-
-
On 10/5/2020 at 12:45 AM, Cousin Vinnie said:OMG... that made me so happy... then I realized I cant make games.... having a hard enough time making this movie. LOL
My comment was meant for this
-
If you keep it reasonable"a project that I can complete in a few weeks" I'll offer to program 'The Hike' game for 7800.I'm also new here so if you want playable example of what is possible by me I can provide that.
-
Got me with your comment as I never played Bentley Bear and thought....is it really that bad.
-
2
-
-
Small update,Got both characters being controlled by the player,vertical and horizontal position adjustment to not get stuck on the tile edges is also now working.Implemented spawning the spiders yesterday,code will check if the row,column is clear to place a spider.Next will be to implement the spider logic.
If you like to follow development you can have a play...http://s000.tinyupload.com/index.php?file_id=91217663233120254088
-
4
-
-
Astro Fighter
-
1
-
-
TwentySixHundred,This is so sad to read as a fellow programmer,Hope at the very least you learnt from this project an will use that knowledge in the future.
-
3
-
-
You read my post before I edited it,I'm going with the fixed point only because I feel it's a bit fast personally for me but I'm going to let 7800 gamers decide the velocity and will do what majority say feels best for them compared to the famicom version,hopefully they play both and give me constructive feedback.I'll post two versions for gamers to try of course,integer and fixed point.I do appreciate the information you're sharing with me.
-
1
-
-
Definitely a lot better then I thought it would be,hope you continue as I think you have talent.Would really be interesting to see what you could do with a larger budget.
-
Will do
-
How are things going with the game Lava.
-
Definitely understand after doing some code myself,mixing asm and basic.Thanks again for the help.
-
1
-
-
That means the tiles are 2 bytes(on nes) wide,so straight port code from nes is impossible as that uses 16x16(4 bytes,the way 160a does it) to adjust the movement of 16x16 blocks...bomber man,zelda..moving around the tiles.Trying to wrap my head around how this works for the 7800.Does this work the same as c64 double pixel?So instead of 0..7 pixels it's double?You get 0 to 3
hi res
double pixel
-
Thank you for the explanation Pat,appreciate it.
-
In 160a with double width on..the largest the display is 20 tiles horizontally,is that correct?That would make conversions from other systems quite difficult,I'm impressed with what I've seen others accomplish.
I was looking at Binary Land for nes and this is the best I can do.
-

Display Mode Question
in Atari 7800 Programming
Posted · Edited by CloakeD
Inquired more info
Sorry for another question..but I noticed a member created some bubble bobble game pixel art,those are in 4x8 format & sprites at 4x2.I displayed his tiles in the 4x8 per level so my question is how many sprites at 8x16 is possible?I read that 4x8 tiles will cause the Maria to work more and cause me less objects.Any suggestions