davidn: (prince)
[personal profile] davidn
I cannot believe that the demographics of videos uploaded on Youtube are so heavily weighted that putting the innocent word "through" in a video title immediately throws up the tag suggestions "fire" and "flames".

Anyway. I tried another NES game, this time with an elaborate recording setup that I was playing about with all day that allows me to record my voice through the headset connected to the computer, while simultaneously running the game's audio to the guitar processor thing I use and recording it on that, then editing the two together at the end. So you can now hear both Little Nemo: The Dream Master and my reactions to it.


http://www.youtube.com/watch?v=CQItDEQn69Y


I'd never so much as seen the game before I started recording this video, but as it turns out, it's a game in which you hop around a dream world lulling monsters to sleep by throwing boiled sweets at them and then hijacking their bodies to get yourself around the level. It also turns out I'm dreadful at it, even though I was very proud of myself for getting to the second level.

The method I used for recording worked out rather well, but I'm confused by how out-of-sync the sound gets in Camstudio - it seems to play my voice and the video at normal speed, and yet the voice always drifts slightly ahead or behind the video over time. The process of resynchronizing them in iMovie just got more and more difficult as it went on, having to re-import the same file multiple times to split it up, having the Trim menu disappear entirely and with it preventing me from scrolling down to the last row of thumbnails on the video to edit the end - it came to be so excruciating that I found myself wondering insane things like whether Windows Movie Maker might actually be better at it.

Date: 2011-08-28 04:13 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Well, panning register just about says it! The trouble is, the NES's tilemap is only exactly twice the size of the screen - and that's literally twice, not "twice in both dimensions i.e. four times". The developer can configure the 'two screens' to be laid out horizontally or vertically, which means that if you want to scroll in BOTH directions, one axis doesn't have any spare space to switch tiles where no-one's looking. (i.e., the tile that's leaving on the left is the same tile you're seeing wrap around on the right, so one of them has to be wrong.) And, if you're wondering why a mostly horizontal game didn't choose to have the vertical scrolling be the one that suffers, it's because the NES only has one tilemap layer, so the only way to have a status bar at the bottom is to put it on the same map as the level, and just change the panning registers to jump to a position that'll show it when the screen gets to that scanline.

Actually, interestingly enough (if your interest in the subject will permit me a tangent to share some trivia) scanline interrupts weren't actually built into the NES the way they were for virtually all later hardware... so, due to the relatively slow clock speed of the processor, you could never quite nail the start of a scanline precisely; and furthermore, due to the fact that the cycle length doesn't divide evenly into the drawing speed of the screen, you can't even nail it consistently in the same wrong place... watch the little white line at the top of the status bar (http://www.youtube.com/watch?v=TdI6wM4cnNc#t=4m25s). (The fact that glitches like these don't appear in some emulators is actually driving some people to write bottom-up cycle-perfect emulators, rather than the top-down sort that reproduce the designers' intentions... even if it means that it would take a 3 GHz machine to accurately recreate a Super Nintendo (http://arstechnica.com/gaming/news/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator.ars).)

Oh, and if you're curious why the color always seems to be wonkier than the actual tiles when dealing with a can't-hide-the-scrolling situation, it's because (oddly enough) you can actually only define the palette for every four (2x2) actual tiles. It's kind of strange that they'd make an assumption that forces gameplay to revolve around logical pieces of a certain size, but allow you to define graphical information SMALLER than that size... I guess the idea is to be able to put bevels on corners and such?

Anyway, part of me wanted to say "why did they bother having two whole maps but only in one axis, instead of having one spare column and one spare row which is all you'd need for clean scrolling", but the fact is, the edges of these images couldn't even be seen on cathode ray TV sets; on my friend's TV, I could see some of UndoDog, but I was taking the existence of that arrow to his right on faith (http://www.youtube.com/watch?v=ki15GoFn0Io&feature=related#t=3m03s)... so, for hardware like the NES that was really counting on the glass working that way, a filter like this (http://www.youtube.com/watch?v=09jU1roDz9Y&hd=1&t=7s) might be ideal! (Although it makes me wonder why they didn't just make the deadzone on either side of the image bigger if they weren't expecting it to be seen anyway...) I guess the two-screen system was meant for Zelda-style scrolling, with the assumption that developers would want to pre-load the entire new screen rather than doing it column by column?

Anyway, I've now spent like three hours getting distracted doing research and watching youtube videos, so I think that's all I have to say on the subject for now ;) Although, the process of it has given me some interesting ideas, and I always relish the chance to get out some of the information I compulsively stuff my head with, so thank you ;)

Date: 2011-08-28 08:24 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Y'know, I felt the same way when I first started learning about how all that stuff worked.... but then I started learning about modern GPUs, and.... oh my goodness, you have no idea how much cowboy programming is still going on just to make modern games look half as good as they do. :)

Date: 2011-09-05 08:29 pm (UTC)
From: [identity profile] tamakun.livejournal.com
When you started talking about scanline interrupts, I had thought that you were going to start talking about the "Racing The Beam" book at some point.

The only reason I can think of the horizontal or vertical method of the tilemap was due to the simplicity of games like Super Mario Bros, where you could only move to the right. My guess is that they at least gave the ability to move in two directions (left/right or up/down) but maybe never considered that developers would want all four directions (i.e. "640k should be enough for everybody"), so it required some software finagling as you've mentioned above.

Date: 2011-08-28 04:14 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Also, I LOVE the idea of the story functioning on dream logic. :D Has anyone ever actually done that with a narrative?

Date: 2011-08-28 04:31 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Oh, crap, I think I read about this in that adventure games book! Yeah, good call...

And, I find when watching videos of anything from that era that I had only ever seen in magazine screenshots, your imagination tends to assume a much more impactful experience than the awkward direction that cutscenes of the era got could actually provide...

Date: 2011-08-28 08:02 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Why it's almost as though you're a sucker for punishment. ;)

Date: 2011-08-28 06:37 pm (UTC)
kjorteo: Photo of a computer screen with countless nested error prompts (Error!)
From: [personal profile] kjorteo
No, dealing with enemies is very form-specific. Nemo basically can't (he can stun them for a bit with candy, that's about it,) some forms you already encountered such as the lizard and mole also completely can't, the frog can in the form of being able to jump on them ... it really depends!

(Also, the frog has no problem jumping on the snails.)

Date: 2011-08-28 08:08 pm (UTC)
kjorteo: Screenshot from Eggerland: Revival of the Labyrinth, of Lolo looking shocked and defeated as an Alma captures him. (Alma)
From: [personal profile] kjorteo
And all the attempts you'd spend scouting, sacrificing your life to collect each heart framer one at time even though you haven't even begun to make it safe to collect any of them, just to see which ones gave you shots! Because that was important information when figuring out the solution to actually get them all for real.

But those were the only real issues--everything else was just rules of the game you had to learn once, and then it was consistent from then on. If I see a screenshot of a Lolo level, I would need someone to tell me A) which, if any HFs give shots, B) how many HFs it takes to unlock the hammer/bridge/arrow powers (if you have any that stage,) C) if there are any spawn-blocking shenanigans, and D) whether the Don Medusae (if there are any) move horizontally or vertically. Once I know that, I could just study the screenshot and solve it in my head.

God, I love Lolo games. I really need to go back and finish Lolo 3 at some point....

Date: 2011-08-30 09:12 am (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Exasperation)
From: [personal profile] kjorteo
There, my Backloggery profile was itself in the backlog for a while, there, but I went ahead and at least gave it as much of an update as I could with games that came to me off the immediate top of my head. I'm sure there's more if I brainstorm, but oh, well. Anyway, thanks a lot for making me think of that until I just had to go back and do it.

Date: 2011-08-30 06:30 pm (UTC)
kjorteo: Sprite of a Skarmory posed and looking majestic, complete with lens flare. (Skarmory: BEHOLD)
From: [personal profile] kjorteo
Cs are for 100% completion and Ms are for self-imposed challenge runs above and beyond that! Though I suppose it could be argued that actually XSing the X operations could be considered above and beyond....
Edited Date: 2011-08-30 06:31 pm (UTC)

Date: 2011-08-31 08:16 am (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Teo: Embarrassed)
From: [personal profile] kjorteo
Well, all right, fine, there. :)

Date: 2011-09-05 08:35 pm (UTC)
From: [identity profile] tamakun.livejournal.com
Though, if you look at the Frog's jump, the last thing you'd think is "my, that soft underbelly would be perfect for getting rid of those spiky snails..."

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