This might be a simple answer and I'm overlooking it, but I am wondering if it is wiser to use real physics on a platformer on the NES, or is using a LUT the best way to go?
I've been trying to think of a reason to actually use real physics, because you save a lot of cycles, and an efficient LUT doesn't take that much ROM space.
I also created a demo using fixed-point number physics to estimate a falling object. I faked the negative number by using a flag, but there is a constant acceleration, velocity, and position.
http://cthulhu32.kraln.com/nesdev/physics/physics.0.1.nes
Press B to shoot the velocity up to max (it will wrap around and pop up on the top, didn't bother to add ceiling code). Also, if you wait a minute, you'll notice the velocity gets smaller and smaller till the mario eventually stops moving.
I've been trying to think of a reason to actually use real physics, because you save a lot of cycles, and an efficient LUT doesn't take that much ROM space.
I also created a demo using fixed-point number physics to estimate a falling object. I faked the negative number by using a flag, but there is a constant acceleration, velocity, and position.
http://cthulhu32.kraln.com/nesdev/physics/physics.0.1.nes
Press B to shoot the velocity up to max (it will wrap around and pop up on the top, didn't bother to add ceiling code). Also, if you wait a minute, you'll notice the velocity gets smaller and smaller till the mario eventually stops moving.