opcode, on Wed Jul 8, 2009 3:10 PM, said:
Pixelboy, on Wed Jul 8, 2009 6:30 AM, said:
While I was watching that latest video, I kept expecting to see Mario's death animation.
I am a pretty good player, what can I do...

On some instinctive level, it actually thrills me to see those fireballs and springs moving around the platforms just like they do in the arcade game. This looks so much better then the original pack-in DK CV game...
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I see you got the Pauline item pickup working, although I notice the score never increases at the top of the screen.

I am playing in attract mode, so no score updates...
Ah, yeah, that explains it.
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EDIT: Ok, I just found out that (believe it or not), I still have around 50% free CPU in stage. How do I know that? I change a video attribute as soon as NMI happens and change the attribute back once NMI completes. Instant CPU meter on screen. Anyways, the game is still missing sound and a better sprite driver, but the good news is that the sprite driver should indeed be quite efficient with so much free CPU.
Best news I've heard all day!
Really? Best news I heard today is that I will be a proud father of a baby boy (in four months)...

A-ah! So you'll be painting the baby's room in blue, not pink!

(In case anyone here is wondering, I've known about this since last April.)
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So do you expect that you will get that same amount of free CPU on all stages? I would expect Stage 1 (the girders stage) to be a bit busier than Stage 3, especially later into the game, when things get more hectic.
That is correct, stage 1 is the busiest. Stages 2 and 4 are similar to stage 3.
In fact stage 1 is so demanding that I will need to multiplex sprites in order to display all the objects. But that is the beauty of the thing, stage 1 will prove many things about this port...

Indeed. There can potentially be so many sprite-related things happening on the same scanline simultaneously that you will have no choice but to implement a sprite multiplexer that will manage everything on the screen in a generalized way. To make the flickering acceptable will be quite a challenge indeed.
Edited by Pixelboy, Wed Jul 8, 2009 2:40 PM.