... The entire Metroid map, converted to the PICO-8 palette and 8x8px sprites @.@
Hmm, not sure. XD
It's a processed image. I didn't build it in p8. I just thought it turned out super cool.
UPDATE: Okay, so I built a tool to extract unique sprites from a screenshot like this. The problem is the mobs aren't all properly aligned to the 8x8 grid, and so they get chopped up improperly and counted as sprites...
But, here it is anyway:
(868 unique sprites)
PS: Metroid doesn't store the whole map as a sprite array. There's another intermediate layer, the "room". Rooms are comprised of sprites. The map is comprised of rooms.
PPS: Bitwise, I bet you could get a good sprite count if you cut the list at things that only appear once or some other low threshold.
I've been kind of working on this slowly as well. Mostly, devising ways to handle very large tile maps, and building a platform physics engine (yes, it's been done 10000 times but I wanted to just try on my own). The Metroid display engine is interesting because there is a buffer applied to the character to reduce screen movement. I found an engine on here that does the same thing... (and it's awesome) https://www.lexaloffle.com/bbs/?tid=28793
Then, I started to wonder if it would be cooler to build a procedural world instead of a 1 to 1 copy. On and on it goes...
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