good ideas, hopefully I will find time to work this week
good ideas, hopefully I will find time to work this week
This is awesome, :thumbsup: DerekB Wow Thx man.
keep those keyboard fingers typing for that rainbow attack (I mean animation)
Collector and gamer, also hack away stuff. Im a big fan of:
Xbox, Xbox 360 PS1, PS2, MSX,NES, Wii, all gameboy/nDS series and DC
I animated the cat, just trying to trim a smidge more off my code cuz atm two of my star sprites cant be loaded cuz i seem to be at the limit of my code space I guess
I'd like to comment:
From all the nyan cat versions I've seen posted here, your version is the most impressive because you actually made it's assets from scratch instead of replaying or reusing the internet meme version (SWF) music and graphics.
I might be wrong, but I have the impression that while your nyan cat is not the most cosmetic or 1:1 version, it looks like the one which has more work invested into the making...
The NDS one feels like I'm watching the original SWF. :lol:
(And I loved it too btw)
not gonna lie, I totally stole the tracked out NSF file from someone else :p
it's definitely alot harder working in 6502, i've learned a bit though, wish I'd used a different mapper to begin with
also thinking about retracking the song when alls said and done, I don't like how the intro notes sound and theres some leading beats I wanna ditch
Last edited by derekb; 08-23-2011 at 12:01 PM.
what mapper did you use because making a repro (i want to see the cat flyin everytime i hook up my nes ;D and for you if you want) is much harder if you used a mapper like mmc3 or another one i can't get from anywhere ;)
I think he did "no mapper" cart type, aka: NROM. :thumbsup:
BG Animation can be pulled of the more complex mappers such as MMC1 or MMC3, for example. Both super common mappers.
Ever noticed how MEGA-MAN/ROCKMAN had a static background and then starting on MEGA-MAN2/ROCKMAN2 every stage had animated backgrounds ? It's because MEGAMAN1 was an UNROM (Mapper based on 74LS161+74LS32 and is for PRG rom only) game while MMC1 and MMC3 are capable of bank switching both PRG and Video ROM.
ROCKMAN2 used MMC1 and ROCKMAN3 onwards had MMC3 as hardware.
Last edited by l_oliveira; 08-23-2011 at 04:11 PM.
I could probably free a good chunk of prg space if I implemented some compression for the background nametable considering im only drawing two titles that aren't blank
if someone can help on that front lmk, or knows how to just loop the name table and its attributes into all same tile then just change the couple tiles I actually use to the right ones
nvm I think I got it
Last edited by derekb; 08-23-2011 at 08:56 PM.
k i'm adding back in my stars animation that I took out to fit in the cat animation, almost there!
updated rom, if someone can test on hardware please do, I didn't really 'properly' init my nametable but it works in nestopia, cat is animate, stars are animate as well, etc
by didnt properly init, I mean that i'm only specifying tiles for the couple tiles used for the rainbow and skipping the rest of the screen, freed alot of rom space
Last edited by derekb; 08-24-2011 at 12:34 AM.
Just missing the counter that says "You've NYANED for"(would be veeeeery cool, if you could add it.
Of course if there is enough space left on the rom :-))
So if you want to have the promised repro, I also need to know if you have a regionfree NES Console because there is a Store neaby my house which sells SMB (NYANCatNes fits pefectly into this board and I think it should be very cheap, at least cheaper than the retrousb repro board ;D)
It goes down to choose the proper hardware to do what you want to.
While it's at about the limit what can be done with NROM, you can easily make the rainbow animated if you convert it to MMC3.
It's really easy if you want to be cheap, just take your program rom exactly as it is now and make four copies of it then shove into a 128KB chip (or make it be a 128KB image). That's enough to make your program work on a MMC3 mapper. You have to write some of it's registers to make the graphics work properly though. I suggest you do the same thing with the graphics as I suggested for the program ROM. Make it be 16 banks of 8KB on another 128KB chip. 128KB + 128KB is the smallest configuration for MMC3 with VROM.
All I want to see (if there would be a next release) is the NYAN counter and for the programmer's sake, he can add his name into his work and maybe eastereggs like doing somethin' like button combo :D (like in the KONAMI games)
derekb, just keep it up man, lookin' forward to it:-)
I'm working to free up some palette room so I can draw the rainbow as sprites, I think I can do it
edit: yeah I got it done, now that the rainbow is gonna be sprite based I think I'll be able to nicely animate it and let the cat move around some
Last edited by derekb; 08-25-2011 at 12:03 PM.
well ugh, drawing the rainbow as sprites, while definitely easier to control in my code, has now exceeded the 8 sprites per scanline restriction, what do :(
main problem is that the cat is 4 sprites wide, and I'm having to draw two layers on him to color him in properly
Last edited by derekb; 08-25-2011 at 12:14 PM.
if anyone can help me to use background animations or the like lmk :)
You simply take some NES graphics editor and work your video ram in banks.
For example your video ROM is 8KB, make a second copy of it, put on YYCHR and edit the second one so things are slightly different.
If you have the name table set up correctly and characters are showing on the screen, toggling the banking register for graphics rom on your mapper will cause the CHR ROM bank to swap, making the new 8kb page visible and changing the characters without you need to mess with the names table. So savvy CPU wise... You would need to write several addresses on the name table to obtain the same effect ... lol
And obviously, since you already blown the 256 character patterns you had available, you have no choice but bank your CHR-ROM out ... :lol: