http://www.youtube.com/watch?v=dqz6utXc9B4
Neat video showing what the Dark Knight opening would look like as an NES game.
The Dark Knight NES Opening
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The Dark Knight NES Opening
Dear god, they actually ported ES to a piece of celery!MarauderIIC wrote:You know those people that are like "CHECK IT OUT I just made Linux run on this piece of celery [or other random object]!!"? Yeah, that's Falco, but with ES.
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Re: The Dark Knight NES Opening
A decent interpretation of the Dark Knight in only 256 colours!
The flashing bits had me look away from the screen though, other than that, brilliant!
The flashing bits had me look away from the screen though, other than that, brilliant!
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I think I can program pretty well, it's my compiler that needs convincing!
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And now a joke to lighten to mood :D
I wander what programming language anakin skywalker used to program C3-PO's AI back on tatooine? my guess is Jawa :P
I think I can program pretty well, it's my compiler that needs convincing!
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And now a joke to lighten to mood :D
I wander what programming language anakin skywalker used to program C3-PO's AI back on tatooine? my guess is Jawa :P
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Re: The Dark Knight NES Opening
Kinda cool, but the excessive use of flickering effects gave me a seizure.
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Re: The Dark Knight NES Opening
Nice conversion! 256 colors indeed.
Damn, that brings back some memories...
The fadeouts and the flickering had to be coded by hand, it's incredible. If I remember correctly, the assembly programmer has to trigger an IRQ interrupt for the flickers, and an non-maskable(NMI) interrupt for the fade-out/fade-in. The interrupts didn't actually cause the effects, one had to write and access PPU registers for that, after the triggers, that is.
Ah, I might just go back to the good old days for a day or two
Damn, that brings back some memories...
The fadeouts and the flickering had to be coded by hand, it's incredible. If I remember correctly, the assembly programmer has to trigger an IRQ interrupt for the flickers, and an non-maskable(NMI) interrupt for the fade-out/fade-in. The interrupts didn't actually cause the effects, one had to write and access PPU registers for that, after the triggers, that is.
Ah, I might just go back to the good old days for a day or two
Re: The Dark Knight NES Opening
Thats awesome brings me back to the old days although I agree the flickering is going to give me a seizure one of these days.
Re: The Dark Knight NES Opening
isn't it the same on the snes???sparda wrote:Nice conversion! 256 colors indeed.
Damn, that brings back some memories...
The fadeouts and the flickering had to be coded by hand, it's incredible. If I remember correctly, the assembly programmer has to trigger an IRQ interrupt for the flickers, and an non-maskable(NMI) interrupt for the fade-out/fade-in. The interrupts didn't actually cause the effects, one had to write and access PPU registers for that, after the triggers, that is.
Ah, I might just go back to the good old days for a day or two
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Re: The Dark Knight NES Opening
Sorta. The SNES supported things like transparency in hardware.eatcomics wrote:isn't it the same on the snes???sparda wrote:Nice conversion! 256 colors indeed.
Damn, that brings back some memories...
The fadeouts and the flickering had to be coded by hand, it's incredible. If I remember correctly, the assembly programmer has to trigger an IRQ interrupt for the flickers, and an non-maskable(NMI) interrupt for the fade-out/fade-in. The interrupts didn't actually cause the effects, one had to write and access PPU registers for that, after the triggers, that is.
Ah, I might just go back to the good old days for a day or two
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Re: The Dark Knight NES Opening
I'm drujnk, so pardon my spelling mistakes.
You sure this is legit NES? I think NES only allowed 64 colors onscreen (4 per sprite). I think Genesis allowed 256 simultaneous onscreen.
SWouldn't this bee Dark Knight GENESIS?
You sure this is legit NES? I think NES only allowed 64 colors onscreen (4 per sprite). I think Genesis allowed 256 simultaneous onscreen.
SWouldn't this bee Dark Knight GENESIS?
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Re: The Dark Knight NES Opening
Well, I just went by the title, I didn't dig into it but according to http://fms.komkon.org/EMUL8/NES.html, it's 16 simultaneous colors.
"Note that only two bits for each pixel of each tile are stored in the Pattern Table. Other two are taken from the Attribute Table. Thus, the total number of simultaneous colors on the NES screen is 16, although each tile has only 4 colors"
"Note that only two bits for each pixel of each tile are stored in the Pattern Table. Other two are taken from the Attribute Table. Thus, the total number of simultaneous colors on the NES screen is 16, although each tile has only 4 colors"