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SubjectWalkability and Palettes new  
Posted byAnonymous
Posted on1/13/02 9:00 PM
From IP65.80.93.2  



Hi hi, how would I implement a walkable/not-walkable area? Should I just figure out the location of the tile in the Name Table and retreive the tile number and figure out that way or no? ( like, before I actually move the sprite ).

Also, how can I get each individual tile to have its own palette chosen instead of sharing and all...
Anybody got any tips about making simple buildings like Dragon Warrior style...
Its annoying having to figure all that information out, so, are there any programs that let you build the attrib and name table out graphically?

Thanks,
Matt




SubjectRe: Walkability and Palettes new  
Posted byUBTNG
Posted on1/14/02 02:54 AM
From IP206.159.119.101  



Try SnowBro's NES Screen Arranger; that's what I've been using. It's not hard. Or you could try Chris Covell's CHR2NAM. You will have to have a .CHR file made up for your ROM before you use either or these, though.

"There is a loud SAKRAHAH! and everything turns chartreuse."


SubjectRe: Walkability and Palettes  
Posted bymcmartin
Posted on1/15/02 1:01 PM
From IP12.234.29.87  



For dealing with walkable/not-walkable areas, I'd recommend dealing with the coordinates directly (presuming that you're actually moving the sprites) and maintaining that info seperate from the VRAM/Name tables. If you're doing an RPG system, I'd keep a highly compressed version of the tiles in RAM or ROM and check against that instead.

There is no way (in software, at least) to get finer color resolution than the Attribute tables provide. You should design your maps with that in mind. (The attribute tables scroll with the name tables, so that, at least, won't burn you.)

--Michael




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