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>> No.7346654 [View]
File: 6 KB, 256x232, TMNT3_6-10.png [View same] [iqdb] [saucenao] [google]
7346654

>>7346580
>How feasible do you think it would be to get multiple enemy types to be used at the same time?

Technically I think it should be feasible. The 3rd and 4th part of the sprites PPU are used for enemies. If you can fit all enemies frames within a single of those parts, then you could create a system that updates the bank used depending on the frame; and thus use part 3 for an enemy type and part 4 for another.
I've seen other games do this. it's still limited, in that you'd have half your enemies be set to part 3 and half to part 4 and thus you couldn't have two part 4 enemies together.

On top of this, pal slot 3 isn't used in most cases so you could use it for that 2nd enemy type too.

This would be a lot of work though.

>>7346580
>You could always give all turtles red headbands like the original comic.

I guess though the point was to do better than the curret hack...
This is what currently happens when I switch palette. What looks like garbage, but is actually the HUD, mirrored, and using level BG tiles instead of its own, appears on the screen for a split second up to the turtle's knee where the PAL starts to get updated, then it disappears and the rest of the turtle's body has its PAL updated.

This is when I wait for vblank, when I don't I get the level background jitter up and down. At least I think I'm waiting for vblank, although I've tried several ways to do it and all types of branching just in case and get the same result.

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