Not too sure on the music front, but at a push I could probably persuade my friend to make me some mad notes!
I would keep the rules fairly simple like like a sprite size limit, palette size (either fixed for whole screen or so may colours out of the palette for sprites and backdrop and sprites) and so many on screen sprites.
The sound rules also need clearing up too
@Phred : I own a Dragon 32, the UK clone of the Tandy CoCo btw
Ah ok about sound. Ive actually forgotten the password for my webspace. I was going to upload some Chiptune IT files ive made and some samples for music. I can use a free upload service I guess.
But the general rules about music will be no more than 4 channels with any noise you can rip from any 8 bit music. Or just use some from my sample pack which wont be brilliant but will have some to get you started if you want to make your own
I recommend Modplug tracker, it's dead easy to use.
I'm not sure about tile limits yet because I want it to be a challenge without making the games look crap. Too many and it wont be an issue and too few will make the games look repetitive.
does 32 unique background objects at 16x16 and 16 unique active objects at 16x16 sound good to everyone?
With no limitation on animations so long as you keep to the same pallete.
Oh and your palette and tiles can change each frame (or if you use an external level editor/loader every level.) of course.
Also lets say any text you use doesn't count towards the tile limit because that would eat up loads of it. Ive ripped text from various games using an emulator which I'll upload.
If you want something that is limiting but looks good, why not just use the real Nes's specs/limits?
I think you might be giving yourself a headache trying to make up a fake 'nes-like' system, when mimicing the real thing might just be faster and easier. =]
So the 16x16 grid is pretty much set in stone? What about 24x24? (It fits pretty nicely with 320x240 resolution games vertically, while 16x16 fits well horizontally.)
Originally Posted by PhizzyPhan69 Sure, if you figure out a way to enforce the 8 sprites per scanline limit
Run a fastloop and check the number of objects in the scanline region of the loop index, and if it exceeds 8, either pick one at random and destroy it/invisible it, or have a list of the order in which each object was created and destroy or invisible the oldest or newest?
Originally Posted by PhizzyPhan69 Sure, if you figure out a way to enforce the 8 sprites per scanline limit
Run a fastloop and check the number of objects in the scanline region of the loop index, and if it exceeds 8, either pick one at random and destroy it/invisible it, or have a list of the order in which each object was created and destroy or invisible the oldest or newest?
Simulated sprite flicker actually sounds pretty cool. Give us bonus points if we pull it off realistically.
I have to agree with Ricky. One thing that I don't like about this compo is that it is more of an assets challenge than a programming challenge. Also, I don't believe that you should revive this old compo. It just won't be the same...
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@Ricky,
I just can't see why that would fit with the whole concept to be honest. Code would only be a problem with fitting stuff into memory. Graphics and sound always take up more space than code.
@Strife,
No it's not set in stone. 16x16 is pretty small for 320x240 isn't it? It's probably best to use 320x240 if anything smaller will cause screen size issues on some people's PC's. so yeah 24x24 size objects is fine.
I might have misunderstood your use of the word 'grid' but it's not limited to grid movements, alright?
@tetsuya_shino,
Well yes it may be faster to just go for the Nes, however the thing is there were an absolute ton of 8 bit machines and they all had really interesting quirks limiting what the games looked like. I'm a bit sick of seeing people make Nes lookalikes. To be quite honest with you the Nes's graphics are awful. It's the games that made it great.
I'm hoping it might be fun pretending to be a 1st or even 3rd party developer for an underdog system instead of making games for the sake of nostalgia. Which I for one have none for for the Nes. I'm an Amstrad CPC fanboy and to a lesser extent Sega Master system.
I'm all for Simulated sprite flicker but don't think you have to include it.