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/vr/ - Retro Games

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>> No.7278486 [View]
File: 2.23 MB, 1968x1967, Map-Monsters.jpg [View same] [iqdb] [saucenao] [google]
7278486

In DQ1, each bridge in the overworld map marks a different section of the map. When you go over the bridges, it switches in a different set of enemies and you can notice this happening because there's momentary slowdown as you cross them.

>> No.7110784 [View]
File: 2.23 MB, 1968x1967, Map-Monsters.jpg [View same] [iqdb] [saucenao] [google]
7110784

In fact Dragon Quest 1 does it when you go over the bridges and is a CNROM (Japan)/MMC1 (US) game. The game switches in a different set of enemy sprites for each region of the map. You can tell because when you cross a bridge, there's momentary lag.

>> No.7083554 [View]
File: 2.23 MB, 1968x1967, Map-Monsters.jpg [View same] [iqdb] [saucenao] [google]
7083554

>>7082073
True live streaming of sprite data wasn't realized until MMC3. Some games however do switch in sprites between sections of the game, for example in Dragon Quest 1, it switches in a different group of enemies when you go over the bridges which is why there's momentary slowdown/lag while crossing them.

>> No.7006207 [View]
File: 2.23 MB, 1968x1967, Map-Monsters.jpg [View same] [iqdb] [saucenao] [google]
7006207

>>7006190
idk. the game has 16k of CHR ROM so there's only two actual CHR banks meaning two sprite tables. most of the enemies are flipped or palette swapped which is why they can get so many into such a small space.

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