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What? o.O *Builderboy is confused*
Quote from: Builderboy on November 07, 2010, 02:39:39 pmWhat? 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
Quote from: Deep Thought on November 07, 2010, 02:43:14 pmQuote from: Builderboy on November 07, 2010, 02:39:39 pmWhat? 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 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.
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.
Good luck with this project!
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.
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!
Quote from: DJ Omnimaga on November 07, 2010, 07:31:37 pmGood luck with this project!this. so, how far are you into coding? or is this still in the planning stages?
Quote from: DJ Omnimaga on November 07, 2010, 02:41:47 pmYeah 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 that's probably another reason whyit drawns to the buffer AND updates the screen. I don't recommend