I'm considering making a rewrite of a sailing game I made a few years ago in Pico8:
https://www.lexaloffle.com/bbs/?tid=2802
The boat was drawn using triangle rasterization so it could rotate and animate smoothly. I'm wondering if people know of any good ideas to do this on the NES?
My thoughts:
1) Lots of frames. 64 16x16 frames would fill up a whole sprite page... and that's not a lot of rotation + sail combinations.
2) Use scanline interrputs to smear some sprites across the screen. (Sounds hard)
3) Use CHR RAM and render into that. (Maybe hard? Sounds like only Battletoads does this?)
4) Break the sprite into some pieces and move those around independently? (Not sure how to make this look good)
5) Try making a more suitable game for the NES... I have some puzzle games I could make, but they aren't as exciting. :p
https://www.lexaloffle.com/bbs/?tid=2802
The boat was drawn using triangle rasterization so it could rotate and animate smoothly. I'm wondering if people know of any good ideas to do this on the NES?
My thoughts:
1) Lots of frames. 64 16x16 frames would fill up a whole sprite page... and that's not a lot of rotation + sail combinations.
2) Use scanline interrputs to smear some sprites across the screen. (Sounds hard)
3) Use CHR RAM and render into that. (Maybe hard? Sounds like only Battletoads does this?)
4) Break the sprite into some pieces and move those around independently? (Not sure how to make this look good)
5) Try making a more suitable game for the NES... I have some puzzle games I could make, but they aren't as exciting. :p