Dimension Shift

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dale_coop
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Re: Dimension Shift

Post by dale_coop » Mon Aug 19, 2019 8:15 am

If you play your game on a PAL console, the objects will not moving slower (than on a NTSC console)?
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My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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Mugi
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Re: Dimension Shift

Post by Mugi » Mon Aug 19, 2019 8:27 am

currently objects do, but i might fix that too in the future. Im not sure yet.
i actually kinda like the fact that the speed changes on pal, it's just one of those quirks of the NES which i feel needs to stay there, that pal games just run slower than NTSC ones. :P

the timing adjustment code is doing things at the moment that adjust things like spawning times and animation speeds of the cutscene stuff, so that those work correctly on both PAL and NTSC.

if you want to control behavior of things based on the region, you can use sound_region to determine the region the game runs at. (use my code to autodetect the region with this to make the game always work no matter what region you play with.)
the variable stored for that is sound_region and it's the very first variable in zero page.
you can just write your code to do;

Code: Select all

LDA sound_region
BEQ doNTSCstuff

do PAL stuff here
RTS

doNTSCstuff:
do NTSC stuff here
which will allow you to make different behaviors for PAL and NTSC

the values for sound region are 0 for NTSC, 1 for pal and 2 for dendy (dendy is ntsc with 50hz timing so make it do the same as pal for objects and you're good.)
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dale_coop
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Re: Dimension Shift

Post by dale_coop » Mon Aug 19, 2019 8:33 am

Oh, ok... I understand.
-----
Sorry about my poor english
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My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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Mugi
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Re: Dimension Shift

Post by Mugi » Fri Aug 23, 2019 12:56 am

there's a lot of wip stuff going on in this one, but here's some things.

1) new title screen graphics and effects
2) new stageselect
3) whole boatload of new clean up for code and a pile of new effects done (screen flasher, cross-parallax)



- sound effects on title screen are placeholders, Digit's been busy so no new stuff is done for that yet.
- graphics on stage select are basic design, im still adding details to the tileset and what not, this is just a general look.

next on the work list is tackling up the object system to get monsters working again, this is the last thing that is actually broken due to the scroll engine rewrite (collision engine is pending rewrite because of general buggyness but it somewhat works.)
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red moon
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Re: Dimension Shift

Post by red moon » Fri Aug 23, 2019 3:56 pm

wow, cannot wait to play again in the future, the changes you implemented are really well executed, I loved the ring jump and use of crystals! Its a beautiful look game as well. That pan down from the tree top below to the ground is really dramatic!
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Mugi
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Re: Dimension Shift

Post by Mugi » Fri Aug 23, 2019 6:35 pm

old title screen < ------ > new title screen
DimensionShift_v0.05_000.png
DimensionShift_v0.05_000.png (5.03 KiB) Viewed 207 times
game_045.png
game_045.png (5.31 KiB) Viewed 194 times
edit: added a little bit of space between the logo and the girl.

this is pretty much the hackiest screen i have ever seen in a NES game lol.
there are portions on the screen that scroll, each of them in different direction, there is a scanline split that makes the text logo load from a different bank than the rest of the graphics to get more tiles in use,
and there's some really shady code involved in making the screen flash when the text logo stops scrolling.
it works but under the hood its a real mess lol.
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Mugi
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Re: Dimension Shift

Post by Mugi » Sat Aug 24, 2019 1:17 pm

I just realized that the last rom I actually shared from the game was the byte-off demo rom, which was a good while ago already, so I figured this would be fun to do.

here's a side-by-side comparison video between the current build, and the byte-off demo rom, which quite nicely highlights some of the advances that happened in the development ever since.
enjoy.~

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Mugi
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Re: Dimension Shift

Post by Mugi » Sun Aug 25, 2019 12:14 am

well then....

we wanted to make the intro stage overkill, which is why we added a parallax on it amonst other things, but what would overkill be if it's not truly overkill ?

well, now it's truly overkill.




the entire thing is now animated, the tree leaves move with the wind, using a pseudo random 16 value array of arbitrary frame delays, making it not static animation cycle.
enjoy :)
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Raftronaut
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Re: Dimension Shift

Post by Raftronaut » Sun Aug 25, 2019 3:27 pm

Good lord, this is pure Wizardry!

Love the updates, the title screen, the Intro level moon is particularly stunning. Not to mentioned the animated leaves.

I am not sure if I've mentioned this to you before, but on top of all of your incredible visual achievements, The music in Dimension shift is fantastic as well. Is your partner the composer? if so, please let them know they are doing exceptional work :)
Space Raft 2.0 Demo: [url] http://nesmakers.com/viewtopic.php?f=52&t=2867 [/url]

Chiptune: [url] https://soundcloud.com/user-634230995-350638590 [/url]
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Mugi
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Re: Dimension Shift

Post by Mugi » Sun Aug 25, 2019 3:35 pm

the composer is digit2600, the creator of Silver Island, which won the best composer prize on the Byte-off compo.
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