Open SkyTheLeafeon opened 6 years ago
This is one of the things I mentioned leaving out of purpose. Each one of those icons is another sprite to consume the MD's 80 sprite limit (not to mention the sprite tiles per scanline limit, enemies in that region of the screen will start to flicker)
Oh, dear. I think this may be (partially?) circumvented if the port is moved to the SNES since the SNES's sprite limit is 90 sprites if I recall correctly, but I think that can wait until the port itself gets finished.
I'm sure I can still try I just need to find 16 unused tiles in every room (since max weapons is 5).
SNES is 128 but sprites can only have 2 possible sizes at any time, which is pretty awkward. Also lmao I'm not learning 65816 asm.
Did you seriously suggest ditching the port for a SNES one just for that thing? ( °-°) May as well stick to the PC original.
Incidentally, SNES can't display many more sprites per line, and also has awful restrictions in how tiles can be allocated. But on SNES the HUD would probably just use a third tilemap layer anyway.
I'm thinking Cave Story 64 right about now
Plot twist: Commodore 64
El 07/03/2018 11:49, "Andy Grind" notifications@github.com escribió:
I'm thinking Cave Story 64 right about now
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No, no, no! I wasn't suggesting any of that at all! Can we just get back to the subject of this issue?
Just wanted to make metalsonic71's dream a reality https://www.cavestory.org/forums/threads/cave-story-64-bit.4928/
Anyway I may try it (weapon icons) eventually and hope that some boss tiles don't start overriding other crap because there isn't any space (saving tiles for weapon effects like fireball trail is more important than the HUD icons imo).
Gotcha.
Similar to the PC version - the other icons appear to the right of the ammo count.