This is kind of 2 unrelated questions, so answers are probably going to be all over the place. Apologies in advance.
1) I was adding things like doors that open and closes with an animation, but are part of the BG. Kind-of like in river city ransom when you enter the shops. How do other games usually handle this? Do they hardcode everything? Do they store a series of update to apply the background? I was thinking of generalizing this a "background animation" that has a start/end state and some sprite updates in between. What are some games that animates the BG like that? Ideas, thoughts?
2) But doing that send me down the rabbit hole of "scripting". Let's say I want to have a button that opens a door. And once the door is open it stays open if come back to this room. Of course, from a software engineering standpoint, these are *very* simple problem, one option is to make special case for each of these, but I was wondering how NES games generalizes this idea of "scripting". Ex: When you talk to someone, the musics changes and it triggers a boss fight, when you collect 3 items, a door unlocks, when you kill a certain ennemy, a dialog starts, etc. RPGs do a lot of that. I was thinking of series of "commands" (which would probably be pointers in a jmp table) that are applied when an action is performed, that would kind of be like a mini-scripting engine. Suggestions?
Thanks guys.
-Mat
1) I was adding things like doors that open and closes with an animation, but are part of the BG. Kind-of like in river city ransom when you enter the shops. How do other games usually handle this? Do they hardcode everything? Do they store a series of update to apply the background? I was thinking of generalizing this a "background animation" that has a start/end state and some sprite updates in between. What are some games that animates the BG like that? Ideas, thoughts?
2) But doing that send me down the rabbit hole of "scripting". Let's say I want to have a button that opens a door. And once the door is open it stays open if come back to this room. Of course, from a software engineering standpoint, these are *very* simple problem, one option is to make special case for each of these, but I was wondering how NES games generalizes this idea of "scripting". Ex: When you talk to someone, the musics changes and it triggers a boss fight, when you collect 3 items, a door unlocks, when you kill a certain ennemy, a dialog starts, etc. RPGs do a lot of that. I was thinking of series of "commands" (which would probably be pointers in a jmp table) that are applied when an action is performed, that would kind of be like a mini-scripting engine. Suggestions?
Thanks guys.
-Mat