There are tools especially made for creating music for NES games, but it seemed cruel to make Matthew learn and use one for a single project. The main uses of this ended up being the players' EXA cursors (so that we could use more grays and have them “hold” a block drawn behind them in the background) and most of the text (so that we could perfectly align it and use brighter colors). We ended up making both the red and purple blocks use the same pink highlight color, which allowed us to store some grays in the other palettes to draw the UI frame (palettes 2 and 3) and lock blocks (palette 1).įor small graphics that needed different colors or did not align neatly to the background grid we were able to use sprites, so long as we didn’t run over the per-scanline (8) or per-screen (64) limits.
#How to make a rom hack for nes how to
The hardest part was figuring out how to have 5 different color blocks with only 4 palettes. The blocks in HACK*MATCH are large, so it was easy to make them 16x16 and give each block its own color palette. Making a block-based action puzzle like HACK*MATCH on the NES is almost certainly going to require drawing all the blocks as the background (rather than having them be sprites). The NES will only draw the first 8 sprites for any given scanline.Each sprite gets its colors from one of 4 sprite palettes (for a total of 8 palettes).There are 64 single-tile sprites that can be freely positioned (above or below the background).Each 2x2 block of background tiles uses one of 4 customizable background color palettes.The background of the screen is a 32x30 grid of tiles (which can be scrolled).