Turns out that Mario has what appears to be a very early skidding action state, when forced to activate, small/super Mario will switch to a garbled sprite (though Fire Mario will use the actual unused frame for it) and move very slowly when you press left/right. Technical: Technical progress is slow and steady as usual, more banks have been reverse engineered and commented/labelled with a couple of interesting finds in the process. (not much else to say on that really, I just made that one set) Stage Backgrounds: I decided to start a little bit of work on the stage tilesets, and have completed one of the cave sets so I'll probably make a mockup using it soon. More have been completed than shown here, but I thought I'd try using a couple of animated sprites in my post for once. Luigi: Some of Luigi's sprites have also been worked on with good results, though they aren't an exact match to any of the legit sprites of Luigi, they are as close as I can make them without significant palette clash or looking weird like some of the actual ones do (looking at you Super Mario All Stars + World Luigi) The downside to Ex attributes is that they prevent normal background animation using bankswaps, so the only way we could animate the water would be using tilemap updates, but we are currently unsure of how taxing/feasible this would be on the hardware. I think it came out quite nicely for an demake. (the numbers around the edge are just for my reference of keeping track of a palette grid) We are currently unsure if the sides of the map boarder will be possible on the NES, but for the sake of this mockup they are included. With that in mind, I've ported every single map tile the SNES game has and created a mockup to go with it. Map: So we've decided that the overworld map should use the MMC5's Ex attribute mode which allows for 8K of tile data as well as 8x8 palette application for backgrounds. Hello again to all, it's been a while since my last post so I thought I'd share our latest progress, I've been on a little bit of a break from my graphical work to do some other things but I've still made some decent progress on what I've done. (links: Discord Server :: Github Disassembly ) As you can see, the Banzai Bill has been made smaller to work better on the NES as well, though I'm not sure if I'll keep the rather heavy shading around the eyes, but for now I like it.Īnyway that's it for now, I hope you like our progress and with any luck someone with some technical knowhow will join us soon, we could really do with a second technical member,Īs ever thanks for reading and take care everyone! Also, the reason the red was removed from the Rexes was because it had a lot of cut off/clash on the majority of their frames, it only looked decent on the one frame it was originally shown on in my previous posts. There have also been a few other small sprite tweaks such as the hunched Koopa's shoes being made smaller to reduce the colour clash, so I think that the graphical progress has been good. Here's a few of the latest additions to the sprite sheet: ![]() So now that we've solved that issue things are moving forward slowly as normal, PalaceSwitcher has been continuing with labelling code and is currently seeking help with that ( if you'd like to help out the thread is here), and I have been continuing with enemy sprites, though most of these past couple weeks have been spent studying the SNES game more carefully and looking at exactly how to bank enemies as I have to be a little more smart about it being down a whole 4K of RAM. But rest assured, we won't be cutting anything important to the gameplay, the only cuts will be to particles and a few animation frames for some objects, I can make this work. In case anyone is thinking it, I do know about the 12K VRAM trick, but that forces you to use 8x16 sprites and that would mess up all of the sprite banking and would also make the palette clash much worse, so unfortunately this trick cannot be used for the game, we were under the impression that this could be used with standard 8x8 sprites, but you learn as you go ay. Most of the recent goings on with the project have been behind the scenes as we ran into what we thought would be a massive technical issue due to a misunderstanding of the MMC5's capabilities that stripped us of an additional 4K of sprite RAM, but thanks to a bit of research and me studying the original game more closely I've worked out a way to get everything working with just the standard 4K of sprite RAM. Hello again, just a small update today but I thought I should make a post as it's been a couple weeks at least since the last one.
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