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CloakeD

Display Mode Question

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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.

 

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35 minutes ago, CloakeD said:

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.

 

Yes, 160A can fit 20 double-byte characters.

 

I am unfamiliar with Binary Land, but it looks like the Famicom version uses a 15-column playfield with half-width borders on each side. Your grid has 8 playfield columns and full-width borders, which puts each of your game units at 4 bytes wide. You can get enough columns by making each game unit 2 bytes, either as 2 single-byte characters or 1 2-byte character.

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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

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double pixel

 

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Edited by CloakeD

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Definitely understand after doing some code myself,mixing asm and basic.Thanks again for the help.

 

 

Untitled.png

 

 

 

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Sounds good. And it sounds like you're picking it up quickly.

 

I have read that 160A pixels have an aspect ratio of 5:3. So a simple way to approximate proportional 2-D motion is to move 1 pixel per frame vertically, and 1 pixel every other frame horizontally (or 2 pixels per frame vertically and 1 pixel per frame horizontally). It's smooth and reasonably close to proportional.

 

I do not intend to discourage you from doing fixed point movement — actually I'd be interested to see how it works — just wanted to mention this as an alternative.

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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.

Edited by CloakeD
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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

 

 

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Edited by CloakeD
typo
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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

Edited by CloakeD
Inquired more info

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6 hours ago, CloakeD said:

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

 

First of all, nice work so far. Turning corners works well.

 

When you say AxB, what are A and B?

 

Even within a single graphics mode, the limits are somewhat complicated. I've heard generalizations, but the optimum MARIA configuration really depends on what you're trying to do.

 

For your Binary Land game, I'd recommend 16-line zones, indirect mode with 2-byte characters for the playfield (maze) blocks, and everything else in direct mode (sprites), including the side borders. By my calculations that should leave time to draw up to 16 sprites per zone (assuming each sprite is also 2 bytes wide). There are a few different ways to do the top and bottom borders, but that won't affect how many objects MARIA can draw in your playfield.

 

The rationale for using indirect mode for the blocks is that they are often repeated within a zone and are evenly spaced. 2-byte characters are somewhat more efficient than twice as many 1-byte characters, and the drawbacks of 2-byte characters are unimportant here. You might be tempted to also use indirect mode for the side borders, but they can't go in the same character map as the blocks due to different palettes, and a dedicated character map for them would be inefficient.

 

LMK if you want more or less detail.

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