mouse spirit
Well-known member
Hey it's no biggie. And no rush like I said. So up above here a few replies are the 3 bmps. The face only one,is the actual OBJECT,it can very but can't be any bigger. I can do that though. So the 2 other bmps are the limit for BACKGROUND TILES. This boss is so big it's made from motionless background tiles,then I overlay an object to simulate it all being an object/boss.The one with most of her is bg tiles, then the strip with the neck parts also. I need one 16x16 square left blank. Typically the very first 16 by 16 square on the big bmp that's almost filled up. Flicker won't be a problem because she is made of bg tiles. But I only have so much space,and they all MUST be 32x32 bg tiles.I read the information. It turned out that the NES can not mirror the sprites of background. I didn't know that. So you can either draw a boos as a sprite to save half of sprites. But there may be a flicker of sprites. Or tell me the exact number of 8x8 pixel sprites I can use for the boss. Then I won't skimp on mirroring, and draw better. How many color palettes can you use on the boss?
So basically we have an object that can be around 72 x 72, and 2 the background bmp,and the bg stop bmp. But that's actually overkill because that's every single background tile. But if it looks this cool,it's worth it. I can werork little bits if I need to. It can essentially be the size that it currently is.
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