I am an intermediate level NES programmer and I am just now starting to build my first project involving playable characters. I have been pondering strategies as to how to optimally construct a character out of sprites. I am aware every scenario is different but I am just curious everybody's thoughts and conventional strategies. This is the one I am currently building:
Each pic of a character has an ID. The ID takes me to an indirect address that has info that builds one specific image of the character. The subroutine is called that tells the computer to start building character # n (what ever that may be) and it constructs that character. The character has info involving whether they are facing right or left, y-pos, x-pos. In the early non-looping portion, two palettes are set. Each sprite should have access to palette selections but to save on space, I have my character data coded so it switches to another palette and continues assigning those to the following sprites that are being defined one after another. This makes it so the data stream has doesn't have to keep repeating the same number over and over.
Also, what are some conventions you have about buffers? Do you always reserve the same data region? What are your strategies. I haven't thought about mine yet.
Each pic of a character has an ID. The ID takes me to an indirect address that has info that builds one specific image of the character. The subroutine is called that tells the computer to start building character # n (what ever that may be) and it constructs that character. The character has info involving whether they are facing right or left, y-pos, x-pos. In the early non-looping portion, two palettes are set. Each sprite should have access to palette selections but to save on space, I have my character data coded so it switches to another palette and continues assigning those to the following sprites that are being defined one after another. This makes it so the data stream has doesn't have to keep repeating the same number over and over.
Also, what are some conventions you have about buffers? Do you always reserve the same data region? What are your strategies. I haven't thought about mine yet.