So I'm back and every now and then when I have some free time I'd like to exercise my brain in a productive way and do some stuff with the NES! Preferably a game project. And no matter what, there are two things that scare me when it comes to planning development.
1. Which are the best and most common mappers to use? I'd probably go for one of the easiest to reproduce/find mappers in order to make the buliding of a cart easier, but not something that remains unused. So naturally I wouldn't want to waste a good MMC5 on a small game or something.
So hopefully the answers won't be more advanced stuff than the MMC3. I'd either pick that, or for even more simplicity, UNROM with CHR RAM or MMC1.
2. If I want a game that revolves around more than images and text, I have to have collision detection, but how exactly do you go about that? I understand having a map of the current screen in RAM (I'd have a single screen for the playfield and fade transitions in-between, drawing the next room while it's dark and then fading in for simplicity. The other nametable would be the pause menu with items and whatever which is scrolled to. I want a Zelda-like overhead view.) but that's about it. Also, does it help to keep track of which 16x16 block the player is in to make the collision check easier?
Thanks for everything!
1. Which are the best and most common mappers to use? I'd probably go for one of the easiest to reproduce/find mappers in order to make the buliding of a cart easier, but not something that remains unused. So naturally I wouldn't want to waste a good MMC5 on a small game or something.
So hopefully the answers won't be more advanced stuff than the MMC3. I'd either pick that, or for even more simplicity, UNROM with CHR RAM or MMC1.
2. If I want a game that revolves around more than images and text, I have to have collision detection, but how exactly do you go about that? I understand having a map of the current screen in RAM (I'd have a single screen for the playfield and fade transitions in-between, drawing the next room while it's dark and then fading in for simplicity. The other nametable would be the pause menu with items and whatever which is scrolled to. I want a Zelda-like overhead view.) but that's about it. Also, does it help to keep track of which 16x16 block the player is in to make the collision check easier?
Thanks for everything!