I’ve uploaded a new demo for the Alfonzo game, now titled “Alfonzo’s Arctic Adventure”. This demo contains the same first world and melee mode as the previous demo, but with the updated features that will be available in the full version of the game, including cut scenes, a world map, and secret exits. Personally, I believe it is much more polished and professional looking. Give it a try and see for yourself!
So, over the weekend I decided I wanted to try and change the sprite drawing code to load data about the sprites to populate them vs just generating the assembly to do it. This seems to have been a mistake and I struggled through getting it barely working with huge negative impact to performance… hopefully we can fix it next time (or we’ll just revert our changes back and go with the original method). Thanks to those who stuck it out for this extra long stream.
Most of us possibly missed Vegetablets Go by Japanese delevoper Tulip House. Guide your bear and carry the crops (cabbage, spinach, strawberry) in the field to the harvest point! There were 10 NES and 10 FAMICOM copies and they are sold out. Keep an eye at the discussion over at NintendoAge.
There is a little chance to see more cartridges being sold in the future. Let’s hope for those, who can’t grab a copy in time, there will be a free ROM sometime in the future.
In this episode, we finally get data exporting to the NES. For now, the tool is generating code to draw the sprites and exporting the CHR data with an offset because of the pre-loaded title screen but it is working now as expected. Lots to clean up and fix but I’m very excited we have the tool “talking” to the game finally. Have a great weekend!
Krill considers his latest NES game Nim & Nom finished! Time for us, to spread out the word about this cute platformer as it’s a really beautiful game. Don’t waste time and download the ROM as soon as possible, you won’t regret. There are plenty of levels to enjoy and the challenge get’s harder, which makes it not a game for just a few minutes, but makes you play it again and again!
In this episode we worked on loading the sprite data we had stored in previous episodes and started displaying bounding boxes when the sprite is displayed. That’s about it, unfortunately. It was a slow one and I was a little off today. Apologies in advance if I had low energy. Thursday will pick up right from here where we will add the ability to modify bounding boxes from the asset tool and then export the project (just the sprites right now) in a format that we’ll start to accept on the NES assembler side. See you then!
We actually got something exporting from the tool! After showing how that works, I add functionality for detecting file system changes and start writing out the sprite data structure. Next stream, we’ll handle drawing bounding boxes and exporting the entire set of data in the project.
We actually got something exporting from the tool! After showing how that works, I add functionality for detecting file system changes and start writing out the sprite data structure. Next stream, we’ll handle drawing bounding boxes and exporting the entire set of data in the project.
The Assembly Line is a NES homebrew podcast started by Sole Goose Productions and Kevin. They cover a variety of theoretical topics, feature a central game under review, have guest interviews with folks, and also showcase some music.
In this episode, we did work to get the asset tool to output content for the NES. It’s counting the colors used by the images selected, generating a visible palette of 4 colors, warning if too many colors are used, and reducing the colors down to the 4-color palette. In the next episode, we’ll use this pre-work to export the data in a properly encoded NES tile format. We also showed how the data would be used in the schmup game by switching from hard-coded data to using .include and .incbin