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>> No.7922320 [View]
File: 255 KB, 598x598, iwata.png [View same] [iqdb] [saucenao] [google]
7922320

>>7922190
Furthermore scrolling is absolutely free. You just write a pair of coordinates to the scroll register. That's it. Loading level data in four directions to the name/attr tables takes a bit more time, but, it's not significant compared to keeping track of objects. What takes up most of the horsepower is calculating a bunch of sprite positions and object hitboxes.

>> No.7803869 [View]
File: 255 KB, 598x598, iwata.png [View same] [iqdb] [saucenao] [google]
7803869

>>7803717
> SA-1 sucks
> You suck
No homebrew has ever successfully used the SA-1 as far as i know. The guy who did the Gradius III SA-1 port said it took him months to do by hand. Multithreaded assembly sounds like a ridiculous nightmare to read, let alone to write and synchronize.

>> No.7373042 [View]
File: 255 KB, 598x598, iwata.png [View same] [iqdb] [saucenao] [google]
7373042

>>7372986
mmhmm optimization =)
...i guess try and make new types in the blank space and see what happens? you might end up having to separate existing types to "unshare" some code

>> No.7342862 [View]
File: 255 KB, 598x598, iwata.png [View same] [iqdb] [saucenao] [google]
7342862

>>7342846
Sixteen colors per tile for sprites. Sixteen colors per tile for 2 background layers. Count 'em. Gennnnesissss sucksss!!!! i feel like im on the schoolyard again =)

>> No.5616548 [View]
File: 255 KB, 598x598, iwata.png [View same] [iqdb] [saucenao] [google]
5616548

stop being such a pussy. ask questions. we are here to help you!

>> No.5382508 [View]
File: 255 KB, 598x598, iwata.png [View same] [iqdb] [saucenao] [google]
5382508

>>5382449
> port Kirby's Adventure on the C64
* Laughs in Iwata *

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