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Romhacking => ROM Hacking Discussion => Topic started by: lancuster on December 21, 2019, 08:54:58 am

Title: Paired Sprites in Darkwing Duck (NES). How to remove this restriction?
Post by: lancuster on December 21, 2019, 08:54:58 am
Recently decided to do a hack of Darkwing Duck for NES, with another character, history, levels, etc.. When I started moving sprites, it became clear that the sprite system in this game has a binding of some sprites, so I'll not be able to move sprites where it should be.

Who faced this problem and can help to solve it - share this information.
Title: Re: Paired Sprites in Darkwing Duck (NES). How to remove this restriction?
Post by: nesrocks on December 21, 2019, 12:33:29 pm
Sounds like the game runs in 8x16 sprite mode. Is that it?
Title: Re: Paired Sprites in Darkwing Duck (NES). How to remove this restriction?
Post by: Cyneprepou4uk on December 21, 2019, 07:22:20 pm
Moving sprites? Binding? No idea what he is talking about.
Title: Re: Paired Sprites in Darkwing Duck (NES). How to remove this restriction?
Post by: tc on December 21, 2019, 09:28:52 pm
Multiple sprites are sometimes used to get around palette limitations. NES games could only have like three/four colors per tile. Most famously Mega Man, who features more colors than is normally possible.
Title: Re: Paired Sprites in Darkwing Duck (NES). How to remove this restriction?
Post by: lancuster on December 22, 2019, 08:36:57 am
Multiple sprites are sometimes used to get around palette limitations. NES games could only have like three/four colors per tile. Most famously Mega Man, who features more colors than is normally possible.
The game is made on the engine Megaman. Some of the frames cannot be changed because they take data from other frames in the animation. It can be seen on this abandoned hack:
test (http://www.mediafire.com/file/b43uspmg7raipnq/Darkwing_Duck_with_Nerd.rar/file)