If you're up for creating your own mapper, sure, you could use the name table fetch address to select a different CHR bank for each metatile quadrant, but then you'd run into all the drawbacks of issuing a custom mapper, such as having to hack emulators to support it and finding a way to mass produce it if you want to sell cartridges.ĭo you really expect to use more than 256 unique ties for the background? A good artist can do wonders with that amount, and 256 tiles doesn't necessarily equals 64 metatiles.
More often than not, the MMC5 is overkill though. The only mapper that really did anything to increase the tile count for the entire screen is the MMC5, which has a mode that allows access to 16384 tiles simultaneously through the use of an extra tile map that adds 6 more bits to each name table entry, for a total of 14 bits, and 2 bits for per-tile palette selection. The tile limit on the other hand is not that simple to get around. 4-screen (name table RAM on the cartridge) is the easy way out for glitch-free scrolling, but you can also use horizontal mirroring and hide scroll artifacts by masking the sides of the screen (Alfred Chicken, Felix the Cat) or use vertical mirroring and blank some of the top and/or bottom of the screen (Jurassic Park, Big Nose Freaks Out), or just live with a little bit of scroll artifacts, like so many NES games do (even huge hits like SMB 3). Smooth scrolling is very commonplace on the NES, no need to overthink that aspect. A mapper that could use one tile set for the upper-left corner of each metatile, one for the upper right, one fro the lower left, and one for the lower right, could increase the number of usable metatiles to 256.īeyond allowing more tiles, such a mapper could also reduce the number of vblank intervals necessary to process each screen update, thus perhaps avoiding the need for overly complex logic to coordinate screen updates with game logic.ĭoes the idea of such a game appeal to anyone? What sort of mapper should I target? This demo alone uses sixteen for the PGMs, and seven for the PRGs, and some other kinds of monsters I'd like to include could need 24 or more. Perhaps the biggest limitation with CNROM is a limit of 64 metatiles. While this could probably be built into an interesting game using CNROM, going beyond that would open up some possibilities.
This CNROM demo demo only features two kinds of objects: the PGMs (Placeholder Graphic Monsters) and the PRGs (Placeholder Rock Graphics), but can accommodates dozens of 16x16 or 16x24 moving objects without flicker. Preliminary testing on the NES seems promising, though I'm not sure what sort of mapper would be best. Virgin Islands and in other regions).One of my ambitions is to produce a successor to Boulderdash which features smooth motion, as seen on the Amiga game "Emerald Mine", rather than the tile-at-a-time motion seen on Boulderdash. vehicles only (may differ in the state of Hawaii, Puerto Rico, the U.S. Ask your Toyota dealer to help locate a specifically equipped vehicle.Īll information presented herein is based on data available at the time of posting, is subject to change without notice and pertains specifically to mainland U.S.A. A vehicle with particular equipment may not be available at the dealership. For details on vehicle specifications, standard features and available equipment in your area, contact your Toyota dealer. Some vehicles are shown with available equipment. If you would prefer a vehicle with no or different options, contact your dealer to check for current availability or the possibility of placing a special order. Not all options/packages are available separately and some may not be available in all regions of the country. Toyota strives to build vehicles to match customer interest and thus they typically are built with popular options and option packages.
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