On the NES, one of the dreaded things to work with is the attribute table, which is a separate 64-byte structure tacked onto the end of a tilemap which indicates what parts of the background are what palette in an awkward zig-zaggy fashion.
And on the SNES it's just, nonexistent. The tilemap is just a series of 16-bit values that contain a palette number, tile number, and flips, and it's just nice and linear. That's one nice thing about the console.
Level loading isn't in, but level *rendering* is, and I'm just poking some blocks into the buffer before drawing the level.
I'm going to have to implement scrolling, and I'm sort of dreading vertical scrolling since I made it more complicated in exchange for some extra video RAM, but it should be fine anyway. #snesdev
The picture I commissioned of Maffi is done!!! It looks amazing and I'm really glad to have better art of her now.
It works now. I was storing the wrong register when I meant to store the accumulator, and it was a copy and paste issue. I have a directory of graphic files in the ROM now, where I can specify one to upload. Now I have to make some mechanism for uploading palettes. Maybe that calls for a separate list.
Food
That fixed it! I think the mustard is actually very important so I'll probably spread it around more to ensure every bite has some.
I think roast beef on its own is kinda a bit much so you've gotta fix it up with some more flavors, and mustard is pretty strong.
I'm a pretty squirrel princess who dabbles in roleplay, game development, retro game consoles, pixel art, and a variety of computery things.
Feel free to contact me if you want to make friends! See my website for more contact details. [she/her]