![]() * at the night camp, if you finish level with a dragon, make him appear sleeping and being freed by the dwarves (even the megadrive version forgot this!) would have it been possible to add those features to make it closer to the arcade? So why haven't you drawn the sprite differently if it's facing left or right? (keeping its sword always in the same hand) Might be that flipping has an overhead, and was detrimental to the performance? Since it uses a masking approach combining bg tiles together. I would think having the extra byte for flipping data would be less space in the rom than have both left and right graphics for every character. Instead they chose to have left and right facing graphics in the rom. Golden Axe uses bg tiles when rendering sprites, but they don't take advantage of tile flipping any of it. The dragons and chicken legs look a lot nicer, but didn't you think about redrawing them in 3/4 like in arcade instead of profile like the original sms version? Wasn't it possible to do a color swap for the barbarians of level 4 to make appear them in grey like in the arcade? (same for the dragon of level 3 which appeared in red to look different to the blue ones) (I think that would have let the possibility to add the death adder music and so to fit more closer to the arcade by replacing all the musics in order, I mean the fifth level music played during boss battles and death adder music at the final boss) You removed the title screen music (original to this SMS version) why? Was it to gain space or just to fit the arcade a bit more? ![]() Recieved my physical copy of it, which allowed me to (re)finish it lots more times (the original was a game of my childhood) and I would have some questions for the developement : Hi xfixium, and congratulations for your great work on this hack! So you just have to put 256 into the offset field to make up for this. SMS Editor will always assume the first index is zero, but in the game, the tileset starts at 256 in VRAM. The reason nothing came back when you checked the "Use Tile Attributes" option, is because the offset wasn't set. The data is indeed stored vertically, and thus SMS Editor in it's current state can't help you. So the often used attribute 01 is translated to pavement.Īlso it looks like the tilemap data of Double Dragon is stored "vertically", but is displayed "horizontally". ![]() When "Tile attributes" is disabled, something is displayed, as in the screenshot. When "Tile attributes" is enabled in the SMS editor, nothing is displayed after clicking "Validate Map". Double Dragon uses attributes, like hflip and vflip. I've followed your guide until the tilemap part. I only just started and it's just for fun, so it is not a serious project yet. It is another game that can be improved a lot. Yeah, i am messing around with Double Dragon, to see what is possible. ![]()
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