wendelscardua / miroh

NES game made for Ludum Dare 54; and its sequel/spin-off, made for NESdev Compo 2023
https://wendelscardua.itch.io/miroh-jr
BSD 3-Clause "New" or "Revised" License
1 stars 1 forks source link

Intro and Ending #168

Closed wendelscardua closed 9 months ago

wendelscardua commented 9 months ago

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SpareCharacters.chr Load it over FairyForestBG.chr at offset #F0 for the stage select, intro, and ending screen(s).

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StageSelect.nss updated.

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Ending:

/* clears out with tile #00- because the color is duplicated in this subpalette and we need the area clear for BG priority not to be hidden.

So, metasprites scroll, one at a time:

In beat to the music. I tried to make a gif showing the timing rhythm. Ignore the fact that I miss the center mark here. Of the three here, #3 felt the most desired. 😅

EndingScroll

So, the first metasprite comes in on the first doot doot doot doot, waits, and then leaves on the doodle oodle oodle oodle part that follows, and the rest follow that same beat. 😅

Between certain metasprites, we need to load new sprite pals. But each time we load a sprite pal, we need to overwrite this color here with #01. (the shadow) I'll make the list now.

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.... (MarshmallowMountainSPR.pal) MirohMap, BerriesHigh, BlueCornHigh, BananasHigh, SweetPotatoHigh,

(StarlitStablesSPR.pal) UniLeftIdle, AppleHigh, CornHigh, PearHigh, AvocadoHigh,

(RainbowRetreatSPR.pal) UniLeftCharge2, EggplantHigh, KiwiHigh, BroccoliHigh, GreenPeasHigh,

(FairyForestSPR.pal) UniLeftBreath1 StrawberryHigh, CherriesHigh, GrapesHigh, CucumberHigh,

(GlitteryGrottoSPR.pal) UniLeftSleep2 ClementineHigh, HallabongHigh, CarrotHigh, BerriesHigh (and remembering to update the shadow color at each SPRpal load, even marshmallowmountain's.)

Upon button press return to title screen, I reckon.