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View topic - [Coding 2009] RehaShMS by mic_

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[Coding 2009] RehaShMS by mic_
Post Posted: Sat Mar 28, 2009 1:24 pm
Last edited by Maxim on Mon Apr 13, 2009 9:13 am; edited 2 times in total
Title: RehaShMS

By: mic_


rehashms-v3.png (3.88 KB)
rehashms-v3.png
rehashms-v4.png (4.74 KB)
rehashms-v4.png
mic-rehashms-v3.zip (18.73 KB)
Download RehaShMS by mic_
mic-rehashms-v4.zip (19.61 KB)
Updated version (released after voting started)

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Post Posted: Sat Mar 28, 2009 7:24 pm
It's always nice to have a "scene" style demo. The top raster FX is nicely varying but the scroller sine is a bit extreme (I guess because of the sprite limit) and just a plain sine. The rotating cube would maybe look better with some shading and/or perspective, or even another rotation axis.
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Post Posted: Sun Mar 29, 2009 9:40 am
Yes, the amplitude of the curve is that large to spread out the characters enough to avoid hitting the sprite limit on any given scanline. With a vertical resolution of 192 lines it might look a bit extreme, but it allows me to have a fair amount of characters on screen.

As for the balls - they are shaded, but it may not be that visible because they're so small (they use 3 colors). I had some 16x16 sprites for them with slightly better shading, as you can see here:

The problem was that then I would use up 32 sprite table entries for the balls, which would leave 24 entries for the scroller (the volume bars use 8 entries). That would force me to spread out the scroller more horizontally, which in turn lead to problems with the sprites per scanline limit..

Surely a number of things could be improved. But this was a 2-day job, so I mean... at least it got done :T
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Post Posted: Sun Mar 29, 2009 10:42 am
The volume bars due to their location could probably use the BG layer by switching tilemap entries, if you want to save those 8 sprites entries fairly easily,
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Post Posted: Sun Mar 29, 2009 10:52 am
You could switch the sprite table mid-frame.
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Post Posted: Sat Apr 11, 2009 9:11 pm
I agree with Maxim in that it's great to see a scene style demo submitted. Very nice!
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Post Posted: Sat Aug 29, 2009 4:36 pm
I've updated my entry a bit: http://jiggawatt.org/badc0de/mic-rehashms-v6.zip



Changelog:
* The ROM has been shrunk down to 16kB by optimizing a few things, as well as compressing the tile data.
* The vector balls are now rotating about all three axes.
* Now works on HW (only tested on a Megadrive in SMS mode). I had forgot to set up the sprite table address register, which wasn't discovered until I tried to run the ROM on HW.
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Post Posted: Sat Aug 29, 2009 4:53 pm
Yay! Thanks a lot for sharing! :-)
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