I got into NES programming about a month ago, just in time to begin the 2016 competition. I've never done any 6502 or anything for the NES, so I'm glad I can actually contribute something as a NESDev member finally.
I like Windjammers for Neo-Geo a lot, but it's only available legally for hard-to-access hardware (Neo-Geo MVS, AES, and NGCD). I thought it would be fun to make a new game in the spirit of Windjammers, in the way that Overwatch is a game that is done in the spirit of Team Fortress 2. In other words, I don't wish to make a direct clone, but rather try to capture what's fun about Windjammer's game design and mechanics, and make something new.
For several reasons the graphics and sound design will be different from Windjammers. I'm using UNROM/UOROM, with CHR RAM, and I've planned out how much VRAM space each character is alloewd so any two arbitrary character choices may be made without aligning character graphics to CHR ROM banks. I'm writing the whole thing in 6502 assembly, and although I am completely new to it this game isn't particularly complicated with regards to action on-screen, so I think the NES hardware can handle my less-than-stellar 6502 code. Furthermore, the PPU should handle a game like this with little to no flickering.
At the time of writing the game is on Github, though it may go private a little later: https://github.com/mikejmoffitt/6502jam
I am doing the programming, graphics, and sound. A preliminary playfield has been created. Her'es some stuff I've already taken care of:
[list=]
Metasprite mapping format and display routines
Animation engine for player animation scripts
Disc movement, semi-3D (Z axis is limited)
Player movement
Dynamic palette modification for P2
[/list]
I've got a lot to do, but it'll be a fun project and I hope I can make something presentable by the deadline.
I like Windjammers for Neo-Geo a lot, but it's only available legally for hard-to-access hardware (Neo-Geo MVS, AES, and NGCD). I thought it would be fun to make a new game in the spirit of Windjammers, in the way that Overwatch is a game that is done in the spirit of Team Fortress 2. In other words, I don't wish to make a direct clone, but rather try to capture what's fun about Windjammer's game design and mechanics, and make something new.
For several reasons the graphics and sound design will be different from Windjammers. I'm using UNROM/UOROM, with CHR RAM, and I've planned out how much VRAM space each character is alloewd so any two arbitrary character choices may be made without aligning character graphics to CHR ROM banks. I'm writing the whole thing in 6502 assembly, and although I am completely new to it this game isn't particularly complicated with regards to action on-screen, so I think the NES hardware can handle my less-than-stellar 6502 code. Furthermore, the PPU should handle a game like this with little to no flickering.
At the time of writing the game is on Github, though it may go private a little later: https://github.com/mikejmoffitt/6502jam
I am doing the programming, graphics, and sound. A preliminary playfield has been created. Her'es some stuff I've already taken care of:
[list=]
Metasprite mapping format and display routines
Animation engine for player animation scripts
Disc movement, semi-3D (Z axis is limited)
Player movement
Dynamic palette modification for P2
[/list]
I've got a lot to do, but it'll be a fun project and I hope I can make something presentable by the deadline.