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as long as it's never on the same scanlines.
That's the thing. Ideally i'd have the sprite HUD in the upper left corner of the overscan safe zone, so i don't want to cause too many sprite overflow conflicts there. The chain adds 1 per line, the player going up the stairs adds ~2...
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However I do not think having that dithering on the sky gradiant scroll makes sense, especially after applying NTSC filter.
Since they would appear as still, i didn't think it'd be a problem (ie if it was moving, we'd see dancing artifact colours)? But i should probably check how it looks on hardware sometime soon and verify this as good as i can (both my units are PAL).
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Leaving the sky-gradiant dithering as it, but scrolling with the main background might work but it might be obvious it scrolls at the frontground's pace and look weird. So I really think the optimal would be to stick with horizontal lines. Wasting tiles to represent a scrolling dither pattern really doesn't make much sense.
This got me confused (i hope i'm not missing something crucial?) I wonder how it can be obvious it scrolls at the backgrounds' pace? The tile animation should be able to completely prohibit the gradient from appearing as scrolling (even if it techically is).
An analogy might be in place: If you drive a car on a big treadmill, and the treads of the mill scroll backwards, and you drive forwards at the exact same speed, you remain in the same place in the eyes of anyone observing. That's what the tile animation should be able to do, towards the result as shown in the mock-up.
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I don't think it should eat that many tiles, why do you mention a 512kB cart
If the tree lines are using 80 tiles alone* in this tower section of a level, that's a trickle. In my previous mockup (the one with the castle and the low, flat stage), that scene alone is using up all 4kB:s, so it's a somewhat bigger trickle. Together (if they were strung together), they do not really make up a complete level of average actionvania length. So imagine many trickles adding up to a stream that makes up a level, and then add together a bunch of levels and you have a river wide of graphics and level data. Getting detailed and custom like this for a complete game would require those 512kB:s, and using 512kB prg-rom was mostly not in the budget of most historical NES games (128-256kB seems about average?).
*actually, it can maybe be made with some fewer than 80 tiles and still look roughly the same, because i just might be able to reuse some same tiles in different attribute cells. That's for another day to experiment with.
Thanks, i really appreciate that you've taken the time to discuss this.
Diskover wrote:
You do not have a CHR? Everything you've done with Photoshop?
No, that's not it. Everything is done in NESST, except the rendered camera movement and sprite layering of the chain, which is done in PS, in this case. Sometimes when i want to get fancy, i use AfterEffects instead, especially for sprite animation reviews.
I could never draw that thing as seen from scratch using PS - it's too far away from how the NES graphics are laid out, + NESST helps me keep track of my tile budget.
Sorry, i sometimes feel hesitant sharing the chr:s of works in progress because i don't want too many "incomplete" versions floating around. It's just me being a bit sensitive while in the process.