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  1. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    @SweetShark: I hadn't really thought about it. I have a nebulous plan to send word of its completion to Lab Zero some way, and post it on two forums I'm active on. I also got an offer for promotion from a software dev with a okay amount of reach who I contacted for an unrelated reason. Getting...
  2. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    North888: Share away! Though I'm not sure it's the best way to show it. If Indivisible ends up using 2GB of RAM, that's 1,048,576 times the 2KB of RAM NES has. It's not quite like comparing Xbox 360 vs PS3 or something. Indivisible NES now has an input buffer. You may remember a gif I shared in...
  3. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    The Olympics are over. AAAAAAHHHH! Everything that could have possibly gone wrong with hitstop did. But now it's done. Double hits lock stuff in hitstop longer, and everything else. And enemies being killed is done. And something else is done. But the list of things that are not done is...
  4. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I can definitely see that for 3D animation! People got super picky about a tiny bit of hair clipping through Elsa in poor Frozen. Very slightly after making my "frame by frame" statement, I found a bug doing that. But the explanation of that one will have to wait for the mega post. I'm pretty...
  5. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Game development is full of problems you don't see during planning. "It would be easy if game developer just did X!" Nah. When sitting down to actually implement my plan for hitstop (or hitpause or freeze frames, or whatever the cool kids are calling it these days), I realized... an input...
  6. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Things are actually going well, there's just not much to show visually. The hard things are basically done. One of them was very hard, the other took less than a day. (At least, hours wise. I started yesterday and should finish today.) Next on the list is hitstop and enemy death. I've been...
  7. Kasumi

    Indivisible Art

    Artist is Kevin Hong
  8. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I've totally ignored the vine/performance issues. And instead made small amounts of progress elsewhere. The game now has pausing (err... harder than you'd expect), and enemies know what they've been hit by. There's some stuff to say about pausing, but I'm honestly just gonna wait. Nothing much...
  9. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Thanks, Tanner. I think... I'm not making what was my goal deadline for having code (sans polish) done. Vines weren't the problem. Everything else is. :D NES has a 1.78MHz processor. There is time for ~29780 "cycles" in a 1/60th of a second frame. Each thing (instruction) the CPU can do takes...
  10. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Most games wouldn't have faced this exact challenge. Most games do have a map in RAM, and things like vines are easyish when you have that. The reason why Indivisible NES doesn't is that Indivisible NES does things that would make its map use too much RAM. I have another game with a similar...
  11. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Man... nearly daily updates. My plan is to make a giant post at the end with real detail about the challenges this project faced/technical stuff. But this time I'll give that sort of update, and probably just repeat myself in said giant post. Let's talk about about vines and collision...
  12. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Will do, Kit. And thanks, missingno. KaboomKid: I just mentioned it again because a summary of everything was requested. SweetShark: No problem. I have original projects I may share things from when this is done, but the goal of this is primarily to mimic the original as closely as is reasonable...
  13. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Tanner: Whoops, kinda missed you. Thanks for the constant support throughout this. Likes are cool, but replies are even cooler! :D Kit Ballard: Glad you liked the Roti spam! Thanks for subscribing, hopefully I don't fill your inbox too much with all these updates. SweetShark: I've got: Level...
  14. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Got some other things done before the things I mentioned in the last post. It's actually going pretty well now that I can code again, but here's a fun gif from a mistake I quickly corrected. You do you, Ajna.
  15. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    This is... not dead. Although it kind of was for a bit. I've been doing other things. Not a big update, though. All non background graphics are done and in the game. This is the HUD and other miscellaneous things. The HUD isn't programmed, just its graphics are in a format the NES can...
  16. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    There's a small but important difference! My text does not share horizontal lines with the "level" while Castlevania II's textbox has the "level" to the left and right of it. This is also related to why they chose to have only uppercase letters, while I have uppercase and lowercase letters. If...
  17. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Tanner (Obeying the signature): You're not wrong! I haven't made a lot of time to work on this recently. Social things and whatnot. It's basically a half year old now, though. Yikes. All of this is spoilery, but anyone's who is following this probably gets the idea of what I'm aiming for...
  18. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Hey, why I don't show the game looking really bad? So in this image, the game is trying to draw ~93 sprites sometimes. NES can only display 64 at a time, and then only 8 on the same horizontal line at the time. Ignoring the scanline thing, this means it has to drop about seven sprites per...
  19. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Long time, no post. An educated guess of what was happening for the run was that Ajna was being rendered multiple times without the sprites being cleared. Each frame, a different set of graphics is switched in to display the active frame for Ajna. Parts of the after image look glitched because...
  20. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I had written a long post on Tuesday thinking the content for it would be ready... but uh... no. No it's not. So how about a short post with gameplay footage?! (Less exciting than it sounds) How hits work is 100% not final. Full disclosure: The engine doesn't yet have anything to compensate...