{"author_name":"NeiloGD","cat":"LD #17 - Islands - 2010","comments":[{"author_name":"","time":"April 22, 2010 3:09 pm","epoch":1271966940,"text":"That&#8217;s interesting.  I should mix things up and go more pixelated this time.  Some of those limitations sound pretty severe though.","spam":"N"},{"author_name":"sf17k","time":"April 22, 2010 6:16 pm","epoch":1271978160,"text":"That does sound kinda harsh, but interesting. Are you going to limit yourself to 8-bit chars for the game logic?","spam":"N"},{"author_name":"","time":"April 23, 2010 4:01 am","epoch":1272013260,"text":"Afraid I&#8217;m not being so cruel to myself, if I was going to do that I&#8217;d stick with 6502 assembly &amp; make a ROM. Maybe next LD I&#8217;ll give myself a harsher programming challenge, rather than a style challenge.","spam":"N"}],"epoch":1271965140,"likes":0,"metadata":{"p_key":"71510","p_author":"NeiloGD","p_authorkey":"1154","p_urlkey":"107332","p_title":"My personal LD challenge \u2013 Authentic NES look and feel","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1271965140","p_likes":"0","p_comments":"3","p_status":"UPD5","us_key":"1154","us_name":"NeiloGD","us_username":"neilo","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>Well, LD17 is just over a day away, and the final theme has not been announced just yet. My last LD challenge was ASCII art, and to continue the &#8220;challenge&#8221; theme, I have a new one this time round. I&#8217;ve seen a fair share of &#8220;8-bit&#8221; games, or so they claim &#8211; the only &#8220;8-bit&#8221; thing about them is they use a 256 colour palette. Now myself, that&#8217;s cheating! I want to take it to the next step, &#8220;8-bit&#8221; to me does not mean colours, it means CPU. Originally I was going to do LD17 in 6502 assembly for the NES, but after a brief look at doing it &#8211; there is no way I would finish anything even slightly respectable, or even to be proud of.\u00a0 No, you won&#8217;t get to see this from me:<\/p>\n <pre>.WaitV:\n lda $2002\n bpl .WaitV\n ldx #$00\n stx $2000\n stx $2001\n dex\n txs\n ldy #$06\n sty &lt;$01\n ldy #$00\n sty &lt;$00\n lda #$00<\/pre>\n <p>So yeah, I feel I&#8217;m not doing this quite as authentically as I should be &#8211; I&#8217;m not going to limit myself to an 8-bit architecture running at ~1.79Mhz for the game code. I am going to be limiting myself to the same capabilities as the NES&#8217;s PPU and APU though! Sprite count, single background, 2-bit colour per cell limits, the lot. It&#8217;s all still fresh on my mind due to writing a NES emulator not too long ago (still unfinished, but works for most mapper 0 games). I shall be logging my progress on here, and posting pictures and screenshots as I go.<\/p>\n <div id=\"attachment_15939\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><img class=\"size-medium wp-image-15939 \" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/nes_-300x239.png\" alt=\"SMB emulated in Nestopia\" width=\"300\" height=\"239\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/nes_-300x239.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/nes_-550x439.png 550w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><p class=\"wp-caption-text\">Super Mario Brother running inside Nestopia<\/p><\/div>\n <p style=\"text-align: center\">","time":"April 22nd, 2010 2:39 pm","title":"My personal LD challenge \u2013 Authentic NES look and feel"}