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Author Topic: Contra -  (Read 15716 times) Bookmark and Share
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DJ Omnimaga
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« Reply #30 on: 07 November, 2010, 21:41:47 »
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Yeah I recommend staying away from Bitmap too. Quigibo only added them for those who need to save space but don't care about speed. Otherwise, I recommend using the Axe sprite functions, which are much faster.

Btw Contra seems to be much more than 8 tiles high. Are you sure you will not need scrolling up/down?
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« Reply #31 on: 07 November, 2010, 21:43:14 »
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What?  o.O *Builderboy is confused*

The original Contra is 7 blocks vertically. I was thinking 9 pixels per block * 7 blocks = 63 rows of pixels, which would have filled the screen nicely. But I think I'll stick to 8x8 Undecided
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« Reply #32 on: 07 November, 2010, 22:08:32 »
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Ohh gotcha, and thats cool that contra is only 7 blocks high, it can fit on the screen very nicely Cheesy and yeah 9x9 sprites would be a pain x.x
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« Reply #33 on: 07 November, 2010, 22:11:56 »
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What?  o.O *Builderboy is confused*

The original Contra is 7 blocks vertically. I was thinking 9 pixels per block * 7 blocks = 63 rows of pixels, which would have filled the screen nicely. But I think I'll stick to 8x8 Undecided

You could just use the lower 56 pixels for the game (7 blocks * 8 pixels) and the remaining 9 pixels on the top for scenery like clouds.

I can't wait to see how this turns out.
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« Reply #34 on: 07 November, 2010, 22:12:38 »
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What?  o.O *Builderboy is confused*

The original Contra is 7 blocks vertically. I was thinking 9 pixels per block * 7 blocks = 63 rows of pixels, which would have filled the screen nicely. But I think I'll stick to 8x8 Undecided

You could just use the lower 56 pixels for the game (7 blocks * 8 pixels) and the remaining 9 pixels on the top for scenery like clouds.

Or a black bar for stats Smiley
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« Reply #35 on: 07 November, 2010, 23:22:26 »
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Er, Deep Thought, Contra is 15 blocks high, not 7. The NES screen is 240 pixels high and NES tiles are 16x16.

EDIT: actually it's 14. Most tiles seems to be blocks of 4 16x16 tiles, but somewhere else in the game I saw such blocks that were one tile high only. If you really want to divide the map size by half, some parts might require modifications.


* contra-screenshot-005.gif (10.4 KB, 256x224 - viewed 133 times.)
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« Reply #36 on: 08 November, 2010, 00:16:07 »
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Or, perhaps you could do like Notch did in minecraft, and have half tiles that actually take up a whole tile, but you land midway through it. You'd have to use Pxl-test for colliion, though.
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« Reply #37 on: 08 November, 2010, 02:13:19 »
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Er, Deep Thought, Contra is 15 blocks high, not 7. The NES screen is 240 pixels high and NES tiles are 16x16.

EDIT: actually it's 14. Most tiles seems to be blocks of 4 16x16 tiles, but somewhere else in the game I saw such blocks that were one tile high only. If you really want to divide the map size by half, some parts might require modifications.

Yeah, I know. I'm combining four tiles into one. And yeah, some of the platforms would be halfway down a tile if I did that, but I think I'm just going to move them a bit. Close enough Wink

No pxl-Test('ing. It would get really messy with a dark background.
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« Reply #38 on: 08 November, 2010, 02:31:37 »
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Ah ok, thanks for confirming. For the half-tile platforms you could remove them indeed. I doubt they will matter much anyway. Good luck with this project!
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« Reply #39 on: 08 November, 2010, 02:37:01 »
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Good luck with this project!
this.  Wink
so, how far are you into coding?  or is this still in the planning stages?
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« Reply #40 on: 08 November, 2010, 02:42:42 »
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Yeah I recommend staying away from Bitmap too. Quigibo only added them for those who need to save space but don't care about speed.

Also, there's a ROM call for that in assembly Wink that's probably another reason why

it drawns to the buffer AND updates the screen.  I don't recommend Tongue
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« Reply #41 on: 08 November, 2010, 02:45:25 »
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Ah ok, thanks for confirming. For the half-tile platforms you could remove them indeed. I doubt they will matter much anyway. Good luck with this project!

Actually I'm just going to move them half a tile up or down just in case. Whichever one works.

Good luck with this project!
this.  Wink
so, how far are you into coding?  or is this still in the planning stages?

Thanks! I'm coding the movement right now (walking and jumping all work), and I'll probably add tile detection next.
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« Reply #42 on: 08 November, 2010, 03:14:22 »
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this sounds like it might be a little cramped, but with fewer bullets you could make it work(and save processing power as well =D). good luck and all that!
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« Reply #43 on: 08 November, 2010, 04:31:41 »
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Yeah I recommend staying away from Bitmap too. Quigibo only added them for those who need to save space but don't care about speed.

Also, there's a ROM call for that in assembly Wink that's probably another reason why

it drawns to the buffer AND updates the screen.  I don't recommend Tongue
This is what Quigibo's Bitmap command uses.
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« Reply #44 on: 08 November, 2010, 05:57:48 »
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Idk if this has been mentioned, but...

will you add the Contra Code?  Grin
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