Matt Hughson Profile picture
Dec 20 9 tweets 5 min read
Here's a fun problem to solve when making NES games, that you might not even realize is a problem! #nesdev

Sprites on the NES are actually drawn in "screen space" and wrap around at the edges. But obviously in many games, this makes no sense! Here's how to solve it 🧵
The sprites are drawn in a range of 0-255 on the x-axis (0-239 on the y-axis), and have no concept of a "camera", or the level. It is up to the dev to draw them in a location on screen that makes sense, relative to the game's camera.
It is also up to the dev to make sure that objects that are "off camera" do not get drawn.

But this can be tricky because "objects" are actually multiple 8x8 sprites drawn together to form a larger object.
There are times when an object is only *partially* on-camera (and partially off-camera) and we need to ensure that those partial parts, off-camera, do not get drawn, on a *sprite-by-sprite basis*.

This is technically a little tricky but very fixable!
However, once we fix that issue, a more complex problem presents itself. Take a look! 👀

The problem: what to do when a single sprite is half on screen and half off screen. If we draw it, in this example, it will actually show up on the far right.

The solution is kind of ugly!
This NES actually has a built in feature to handle this, but probably not in the way you might expected. A game can set a flag to completely disable rendering sprites on the left 8 pixels of the screen. This "fixes" the issue by removing the glaring "pop" as a sprite vanishes.
That looks smoother, but it still looks weird having the object seem to slide out of existence. To improve this, we can also turn off rendering off the background for that same area of the screen. This creates the illusion that the entire left column of the screen are unused.
And here is the final result!
So to recap, the solution is to:

1) Cull off-screen sprites.
2) Disable rendering on the left 8 pixels of the screen to avoid sprites *popping* in and out.

3) Rest easy knowing that many of your favorite games did this too! 😉

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More from @matthughson

Dec 20
Did you know: 🤔

The infamous "sprite flicker" you see on the NES, is not actually a built-in hardware feature.

This flicker needed to be hand-coded into every game!

But why!? 🧵👇
The flicker is an attempt to avoid a limitation of the NES:

The NES can only display 8 sprites per horizontal line of the screen.

Source: nesrocks.com/blog/nes-graph…
The NES's default behavior is to *stop drawing sprites* once that 8 sprite limit it reached. This is what *that* looks like.

Notice that the purple character on the left just completely vanishes. You can imagine why games avoided this.

(The 4 skeletons use 8 sprites total)
Read 5 tweets
Dec 2
Here's a quick look at the TOP 5 games from this year's #nesdevcompo!

All games are free to play, and there are many more great games beyond these 5! 🧵👇
5th Place 🏆 @miau6502
miau6502.itch.io/crowborg

From the one of the developers behind Micro Mages, Böbl, Space Gulls and more!

A really original take on rogue-like where you can only move using a grappling hook. Clever enemy designs make this one stand out for me.
4th Place 🏆 Fiskbit
fiskbit.itch.io/irritating-ship

Pilot a ship through a zero-G obstacle course. A mix of Asteroids & Irritating Stick. Probably the most complete "game experience" in the competition!
Read 7 tweets
Nov 28
Got the day off work, and kids are in school! Time to go ham on this project, and turn *this* (side scroller) into *this* (top down rpg-like world map). #nesdev
Bringin' in the lil' guy! Image
Believe it or not, this is actually *progress*! Graphics data for the top down character is being properly swapped in (replacing the side scroller graphics).

Just the animation data hasn't bee updated!👍
Read 37 tweets
Aug 23
My top 5 NES homebrew at the moment!

#5 "NEScape!" (2019) by @atonofglaciers
#4 "Spacegulls" (2021) by @morphcat
#3 "Anguna: Scourge of the Goblin King" (2021) by @nathantolbert
Read 6 tweets
Jul 3, 2021
This debate between @davidscottjaffe and @hard8_times has been on my brain since I listened to it and I wanted to capture some thoughts on Game Streaming and what I heard. 🧵

Disclaimer: I work on Gears at Microsoft, but I'm not involved w/Cloud Gaming or GamePass.
1. There is a huge difference between what *I/YOU* want, and what "most people" want. Compartmentalize your personal preferences and think about what the vast majority of people value.
I think the success of Mobile Gaming, <$400 TVs, and Netflix, proves that most people are ok with sub-par audio/visuals/input. Even if they would PREFER HD, when Streaming comes to a $25 HDMI stick, *most people* will take that over a $500 console.
Read 11 tweets

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