OneCrudeDude wrote:
@tokumaru: Or your game would look like Kirby's Adventure, a surprisingly monochromatic game that came out towards the end of the NES' life.
Well, "pretty but mostly monochrome" sorta does describe Kirby's Adventure's graphics. It looks good, no question about that, but you can easily see the attribute boundaries.
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Of all faux-retro games, I think Retro City Rampage comes the closest to matching the NES' graphical abilities
Not really a surprise, considering it has been prototyped on the NES by someone well aware of all the limitations.
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aside from being an MMC5 with 4 way scrolling (they do not get along at all, or so I heard).
MMC5's extended attribute mode only works for a single name table (which is 256x240 pixels, exactly like the screen), so there's never an off-screen area where tiles can be updated when the screen scrolls, meaning the updates have to happen in plain sight. The good news is that since palettes can be applied to 8x8 pixel areas now, the built-in PPU ability to mask off the leftmost 8 pixels of the screen provides you with an area where horizontal scrolling updates can be hidden, just like in the SEGA Master System. There are also ways to mask off a bit of the top and the bottom of the screen so you can hide vertical scrolling glitches, specially if you have scanline IRQs at your disposal. With a little effort, you can have perfectly clean 8-way scrolling in MMC5's extended attribute mode.