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On second thought, it must only be during the transition. If the ram tiles were referenced with the player active, then the player would either be repeated across similar tiles or would be hidden. To be honest, I'm not sure. I think you could do it since there are 6 extra ram tiles and the ram tile...
I played a couple levels and I didn't encounter any bugs (so far ;) ). As Paul mentioned, some of the FXs would need to be tweaked. For the title screen, was the original game using those Super Mario World fonts??? If so, I'd use something else as they look rather awkward for this game. A bug in my...
Yeah for this game I can't think of a need to put a sprite over a ram tile. I totally agree on the new chip, there's a lot of new options that would really be handy with all that extra ram coming. That's a lot of space to decompress stuff into. I would think Mode 8 could become very useful. If we co...
- Thu Feb 04, 2010 7:53 am
- Forum: General Discussions
- Topic: Any news on the ATmega1284?
- Replies: 31
- Views: 8617
Interesting, I didn't think there was enough time to even just blit 30 sprites during a vblank and nothing else, but I haven't looked into the internals much. If mode 3 had an option where it made a copy of the whole sprite set to ram we could save 1 cycle every pixel read which would definitely hel...
I guess I'll just get the tools working and when I start seeing what the actual size of everything really is I'll have a better idea. Moves are just stored 2 bits like 00-up 01-down 10-left 11-right so 00011011 would be 4 moves: UP,DOWN,LEFT,RIGHT. The fade out effects, colored text, text with diffe...
- Wed Feb 03, 2010 12:36 pm
- Forum: General Discussions
- Topic: First post: Welcome to the Uzebox forums!
- Replies: 24
- Views: 19785
Definitely start small if you are new to games, and don't belittle your small successes! I can all but guarantee no one here started making their first games of the calibre of pacman,megatris,etc. Try making a "ball" game or and older atari game: warlords, combat, or similar. That will be challengin...
- Wed Feb 03, 2010 11:56 am
- Forum: Programming & Software
- Topic: Help getting the hello world example running
- Replies: 2
- Views: 870
Well I think that tutorial is out of date. Copy uzebox_src_3.0\demos\Tutorial\ and use that instead of the example assuming everything else is set up.
@Paul Thanks! Yeah box sound is temp. I have the 5 original songs and they are great but only in HES(Pc Engine) format, banging my head on this... Yeah 1 user level may be enough. User maps are 2 tiles per byte so as to be consistent size even under worst case, so (15*14)/2 = 105 bytes. Actual stati...
- Tue Feb 02, 2010 10:03 am
- Forum: Tools, Documentation & Tutorials
- Topic: LePlatz - Platz Level Editor
- Replies: 15
- Views: 7981
Paul keeps making it better/easier, there are no excuses anymore . For all the work he's done, someone better get started on the next big Uzebox platformer . Maybe a group effort mascot game would be cool? Perhaps I'm delirious