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A member registered Jun 15, 2020 · View creator page →

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Everyone needs a memory jog sometimes.

By rapidly flickering the sprites placement every frame and using the double wide script. I'm able to make 1 sprite look like 2 exist. And on a real CRT or a good emulator the flickering sprites look solid. Add that with some careful color placement and you can make some detailed walls using nothing more than 128 bytes of RAM and have some leftover data for other operations and updates. And I'll soon have a screenshot of the battle screen showcasing even more of my sprite flickering tricks.

Its all thanks to you and your contributors. Even with the sound bugs its one of the most impressive engines I've seen for a console that doesn't even have a frame buffer

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Guess I won't need any fancy kernals. Because this is running in the VCS maker and I'm not even using extra RAM to pull this off. Seriously VCS maker is such a fantastic piece of tech considering I managed to pull this off on a 4kb file size. 

Of course, thanks for the response and its certainly nothing that needs immediate attention anyways. Thanks for all the changes you have done thus far, its some wicked cool stuff.

Will there be a option to have double sized sprites in tandem with 3 copies of player 0 and 1 sprites?

Could I use the blinds technique to offset 8 pixels of a sprite horizontally to kinda extend the graphics a little bit?

And a follow up question is if there can be the possibility of having unique graphics on the other clones. My goal within reason is to get as close as possible to penult, obviously it won't be quite as advanced. But I feel like there is some wiggle room to get there. Of course I understand the difficulties in implementing such features. Regardless  I thank you all for your contributions and frankly insane work.

Killer stuff

Both you and abstract really made something special

Holy smokes this update is insane

Thanks for the reply and yeah its understandable that it would have to be made outside of VCS maker. The reason why is by doing that and stretching the sprites to be wide. Its possible to have a full bitmap of graphics on a stock atari 2600. Yes the CPU will be doing a lot of rendering work. But it would be possible to then create a RPG world because of how quirky the 2600s rendering is.

Will there be the ability to set different looks in a multiplex sprite? Something akin to 3 unique looking columns rather than 3 of the same columns. Got the idea from space invaders where a bullet changes a sprites look at that specific coordinate and not affecting the others

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Thank you, glad you could enjoy it

Of course, take your time. I'm gonna continue improving my art for the 2600 so whenever VCS maker is has all the changes I need. I'll make it look great with nothing but the stock hardware 

Will there be a option to make the playfield pixels thinner vertically?

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thanks for the feedback, yeah I definitely could of balanced it better. Of course it was a 7 day jam so there wasn't much time to polish that part. Glad you could enjoy it for what its worth

thanks for the response and if you can't get to it. Its totally okay and I'm thankful for all that you've done thus far

Will do and hey even if we don't have the ability to shift the sprites. The increased sprites height is more than enough for me to do some crazy stuff. 

Will there be a way to shift the pixels of a sprite off by a certain amount. As I'd like to further multiplex the way sprites can be manipulated on a horizontal scanline. And with the ability to increase the height. The possibilities could be astounding if pushed further.

Of course take your time and thank you for everything you have done. Once I'm finished with Eternal Memory I'll begin to use this next and create something to showcase the power of this awesome software. 

Will there be any plans to essentially allow for the super gameboy to interface with the super nintendo and in the simplest terms play super nintendo games like space invaders in arcade mode.

When doing support for other mapper formats. Will the super charger be on that list or is it too low of a priority to even try.

That would be super awesome. As having it be a lean as possible will hopefully allow for some breathing room. And allow me to use more functions of the machine in tandem with the music.

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When we get to have the ability to compose music. Will it be done with the standard detuned tones or will it be a special standard like TItuna or something like DPC+?

As I'd like to have the option to use just use standard kernel for music compositions. So that way CPU time is minimal for music.

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looks like I've got a special tool to create some new VCS games

Good gravy the update feels like a Halloween treat. Thank you so much for the ball update it's a nice upgrade. Also I meant to write this a couple of days ago, but you know how Halloween is and all.

Updated the page with the new reduced set. Thank you for telling me and sorry for taking your time away. I hope this will be much better

I found something odd with GBS as its reporting back 192 tiles while GlitchMe is reporting back 236. I use GBS as a means to ensure it can work within the software specifications. I'll go through and make a trimmed down version anyways but I thought I should let you know as this was tested on a blank project.

Sure thing, I guess my testing method was a little off so I'll get to fixing it

Made this in 5 minutes as a warmup

Thank you

absolutely and thanks for asking. 

it's kinda a 50/50 balance when it comes to my tile work. As I definitely want to make it as detailed as possible. But while I do so I try to basically make some of the tiles "future proof" so that way once I begin to look over and old areas that could be repeated. I can then simply just take those tiles and replace any unnecessary unique ones. Bringing down the total unique tiles and allow for more unique graphics to be drawn. And even occasionally I'll just happen to have some empty space and realized a specific set of tiles just work really well unintentionally. 

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I kinda just do a incredibly rough looking outline in the pixel art just to get a proper sense of scale. Then once the rough sketch is done I go through the entire picture and basically start polishing everything. Afterwards I then look at ways to optimize the picture. I then optimize and afterwards see what I can do with the extra tiles. Rinse and repeat until it looks good.

Some of the skills I have are from a mix of assembly and console understanding. And GB studio having a similar "flow" to this.

from my experience it's as simple as making a new one

Thank you

your comment makes me smile

I just wanna say this software has floored me. Its so cool to see more development tools in this style being created. And hopefully this will bring more attention to VCS homebrew. Since I feel like there's a lot to get out of the woodgrain warrior.

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I know the engine is quite a feat. Imagine when I get my hands on the v-blank. Then I can draw some crazy stuff

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Honestly its such a overhaul from when I last saw this. Now I can easily do a RPG engine with a title screen, multiple rooms and randomish encounters all within a single day.  This is incredible and refreshing too as now I have to build up things by just using the parts before me.

Thank you for everything that you've done thus far. And hopefully I can continue to watch your improvements as its super fun to use

also if I can manipulate the looks of the sprites I'd love to know how as that would be the icing on this 128 byte cake

Alright I'm super excited