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Post by elmer on Feb 19, 2019 4:09:45 GMT
What do you guys think about the way he is coding to multiple platforms? Would this only be useful for making simple games because of the limitations of each system? In my experience, developers really didn't do much multiplatform coding until the 6th generation machines, with their decent C compilers and similar-enough 3D-graphics capabilities. Even in the 5th-generation, the console's hardware was so different that you needed lots of man-hours dedicated to each platform to make things work. Sure, you could do lowest-common-denominator even back on the 4th-generation, but the result is going to look like a cheap-and-nasty port. It's no surprise that what the guy in the video is attempting to do isn't very complex, his coding doesn't fit each machine very well, and the end-results don't look that great. But it show the basics of creating platform-specific hardware abstractions that is pretty similar to how we used to do stuff. Lets say you wanted to target PCE and SNES for a platformer or shooter game.. Good luck with that! Can you write something that will work? ... absolutely! Do you want it to look anything like commercial-quality? ... much, much harder!
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Post by elmer on Feb 19, 2019 4:26:40 GMT
I did the simple checkered board effect for nes but I figure I'm wasting my time explaining how things are done in detail so I left a link to source in description box for those interested. That's cool! I always love seeing code examples, it makes things so much better to have a working-example to play with. But errrrrmmmm ... is it really much of a tutorial if there isn't even a *basic* outline of what you're doing? If you want views, have you considered doing it for the SNES instead of the NES?
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Post by Galahad on Feb 19, 2019 5:23:32 GMT
I added this to the description box: There really isn't much happening code wise to achieve this effect,I we look at the main game loop you'll notice only two subroutines being called.Nothing is being drawn after we initially draw the tiles to the name table,the only thing happening is the first three colors in palette 0 are being rotated.The trick is how the tiles are drawn,I've included the chr file so you can look at how they are drawn.
SNES is a possibility in the future,thanks for the feedback I appreciate it.
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Post by Galahad on Feb 19, 2019 6:38:53 GMT
Next will be the rotating tower in Castelian,known as Nebula on C64 and since I already did the rotating tower and parallax on C64 seems fitting I'd choose this for nes.I quickly identified the routines nes uses to achieve this effect in debugger and it's very close to what I did for C64.There is quite a bit more code to achieve this effect compared to space harrier,anyway that's next.
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