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Jul
29
comment How was collision detection handled in The Legend of Zelda: A Link to the Past?
geigercount.net/crypt/flux/flux100-00.png - Updated screenshot link, since the above one throws a 404 now.
Feb
21
comment How was collision detection handled in The Legend of Zelda: A Link to the Past?
This was the technique used for Chrono Trigger, as can be seen from this screenshot of Temporal Flux - geigercount.net/crypt/tf00.png
Feb
20
comment How was collision detection handled in The Legend of Zelda: A Link to the Past?
Nesdev collision detection discussion - nesdev.parodius.com/bbs/… NES hardware specification (search "collision" to find relevant parts) - nocash.emubase.de/everynes.htm C64 collision detection - c64-wiki.com/index.php/Sprite#Interrupt_on_collision
Feb
20
comment How was collision detection handled in The Legend of Zelda: A Link to the Past?
This was very true for the C64, which had sprite collision interrupts. The NES had a Sprite0 Hit Flag, but I'm under the impression it was very limited, and the SNES and GBA had no hardware collision detection. Blargg on nesdev brings up that this is likely because tile layers can overlap sprites.
Jan
5
answered Level Design Tips
Dec
20
comment Analysis of Mario game Physics
A similar question, with more useful resources: gamedev.stackexchange.com/questions/6145/…
Dec
19
comment Analysis of Mario game Physics
Tangentially related - Tetris is pretty heavily documented at tetrisconcept.net/wiki/Main_Page and tetris.wikia.com/wiki/Tetris_Wiki
Dec
19
revised Analysis of Mario game Physics
added 33 characters in body
Dec
19
comment Analysis of Mario game Physics
I'll warn you that it's not for the faint of heart - the comments will mostly just tell you what memory locations are used for - you'll probably need to dig through the assembly yourself. If there are specific pieces of information that you're interested in, the fastest way to find it would be to run the game in a debugging emulator (legal issues aside). Use breakpoints on writes to related memory locations in order to figure out what code is being executed, then look that up in the disassembly and read it. I'd imagine that's how Sonic Retro compiled its guide.
Dec
18
awarded  Critic
Dec
18
answered Level Design Tips
Dec
17
awarded  Teacher
Dec
17
awarded  Supporter
Dec
17
awarded  Editor
Dec
17
revised Analysis of Mario game Physics
Added Links
Dec
17
answered Analysis of Mario game Physics