I don’t know if this is a problem with my Delta emulator on iOS, but the arrow keeps randomly going right, and it’s a pain navigating the menu trying to click something but clicking something else, especially when making my icon design.
NES has a single background layer the entire level is on the background layer you *could* overwrite the final tiles just for the lvl complete screen but it would look weird and bad and it can't be a sprite either as it would take too many tiles, probably only about half of the text would display
the music for decode is indeed goofy, i made it on pretty short notice without anyone else on the music team really wanting anything to do with it. Its one of the few cases where we didn't do a second pass on the music so it's a bit more personal to me in all of its little flaws :P
You were fairly spot-on explaining some NES limitations, actually. About color limits: you are correct about the four-color thing. The NES holds eight palettes of four colors each; four palettes for the background layer, and four palettes for the sprite layer. Each palette can really only use three of those colors effectively, with the fourth always being reserved for transparency that lets the background color show through. In Mario, the background color is the color of the sky. In Famidash, it's the color of the background (also noticeable in the area around spikes, where the background pattern fails to draw). The decorative pit spikes match the player colors because both objects reference the same palette About the flickering ship trail: the NES is only capable of drawing a maximum of eight 8x8 sprite tiles on a single scanline. This is what causes the flicker; NES games cleverly flicker sprites in and out to create the illusion of more than eight sprite tiles on a single horizontal line (The effect would have been significantly more convincing on an actual CRT). The ship trail flickers on xStep specifically because the decorative pulsing stars are also sprites, instead of background assets. In fact, all decorations that use the player palette are sprites
8:05 In older beta versions of famidash, there was an unfinished Theory Of Everything, but it was scrapped due to the pink pads being a bit off with the jumps
Actually the biggest reason was the fact the engine couldnt handle how tall the level was due to the upside down falling during the "breakdown". Its however been fixed since then but the level itself is not quite finished
@@thestreamer3513 No. i read the code and this is less complex then super mario bros 3 and kirbys adventure, which both took 3-4 YEARS to develop while famidash only took some months.
@gdradioshack8880 I'm not a programmer but I feel like game development overall would be much harder due to the programs and hardware being far more dated. Who knows maybe I'm wrong and your right but you gotta keep in mind your comparing a game made in 2024 compared to a game made in 1985 which is over 40 years ago
@@thestreamer3513 No, not much has changed other than pure nes code (coding this game would be easy) but what would be hard is the graphics and optimization because Mario 3 and Kirby's adventure had to have lots of extra ram and processing power on the cart, but it will still be easier to develop then Mario 3 and Kirby's adventure because they were VERY impressive games that ran on something with 1 MHZ of cpu power!
I’ve been with this project for longer than most might think (members of the server might know me as SunnyD) and I’m so happy that this project has gotten so big. They had a lot of dedication porting this to NES and I love how it turned out. GGs everyone at the team!!
the lock in the top-right is meant for (Spoilers!) ...extra game-modes. You can unlock it for beating all main levels. There are a lot of fun ones - Platformer mode, Retro mode (Mario physics), disco mode (a.k.a. epilepsy), blind & invisible modes and more! really cool addition!
5:18, actually, you can still hear bits and pieces of this melody ever so slightly in the practice version during the last 30 or so seconds before it loops, it's not super obvious at first, but it's still there, which I think is neat
its so cool to be part of a team thats this amazing! most of my work is on a separate spinoff (sort of like the meltdown of famidash) and im super excited for u to see that aswell :]
Really enjoyed this video I would love to see a another episode of this i think it would be awesome to uncover the secrets of this game keep up the great content Tride
the nes has full sample playback abilities, but loading something like that from rom is so intensive that it has to be the only thing happening. see the title screen of games like double dribble or ghostbusters for examples of this being done on classic games
Current update status: The ability to add up to 9 checkpoints has been added, and you can delete them with SELECT! If you go past 9, your oldest checkpoint gets deleted and the rest shift down a slot. Slopes have gotten a major improvement as well! Many other quality fixes on the way. 1.0.1 coming soon!
Correct, the NES can only render 4 colours per sprite. However a common misconception I see is that, say one still frame of Mario is an entire sprite. Sprites on the NES are extremely small (too small to fit Mario) so what games do instead is render multiple sprites of the player, stitch them together and boom, it looks like as if the NES is more powerful than it actually is.
Or the cool cheat that Megaman does. His face has more than the 3 colors + transparency even if you break it down into the 8x8 squares sprites use. But they actually layer multiple sets of 8x8 sprites on top of each other. The helmet has an empty space in the face part, and the face is a completely separate set of sprites set to always draw behind the helmet. So it all stitches together perfectly and results in having skin tone face, both megaman blues, and the black for outline all in the span of a few pixels.
6:15 I know some of the hardware quirks of the NES, this is the result of a maximum sprite limit per horizontal line on the screen. You only hit this because the background stars are also sprites, so their color can be independent from the background color
just to remember 8 sprites per horizontal line 20 colors 4 colors per palette (3 because one color will be transparent for the bg) 512 sprites for sprites and background (together) 4/5 channels for music 40 kb
It wasnt forgotten, it just didnt make it in time for the 1.0 release. One of the biggest limitations was the fact the level is taller than any other roptop level (due to the "breakdown" part) and needed the coding team to redo parts of the game engine to allow it to work on nes. Then once we got it to work with levels that tall nobody else decided to finish the level itself. You can still listen to its music in the sound test however.
Awww I wanted to do this once when I was trying to learn 6502 assembly.. I had the idea like a year ago, now it's already been done. Oh well It's 1000x better than what I would have made anyway. Props to them, It plays really smoothly, except the ship feels a bit heavy
Tride, I’m just curious. What’s your favourite song that is on newgrounds? i want to make a level but dont know which song to use so i want your recommendation. Thanks a lot!
Thank you for the video!!!!
We will be working on fixing a lot of the bugs you found!
No way it’s the developer! Hello FamiDash developer!!!
@@advance64brono way! It’s someone replying to the developer! Hello random person!!!
I don’t know if this is a problem with my Delta emulator on iOS, but the arrow keeps randomly going right, and it’s a pain navigating the menu trying to click something but clicking something else, especially when making my icon design.
@@StormDiper Its a problem with Nestopia, which Delta happens to use sadly. Our game is aimed towards hardware/accurate emulators. Try Retroarch!
@@Darcie-McIntosh No way! It's someone replying to someone replying to the developer! Hi random person!
“Grandma, how on earth did you beat Bloodbath? I’ve never even seen you play!”
Lmao
REALL
Lmao
Lmao
this might become a reality in 30 years
WHY IS THE LEVEL COMPLETE SCREEN A SCROLL
now i shall bestow upon thee, wisdom! thou hast concluded a stage in geometrical gallop.
NES has a single background layer
the entire level is on the background layer
you *could* overwrite the final tiles just for the lvl complete screen but it would look weird and bad
and it can't be a sprite either as it would take too many tiles, probably only about half of the text would display
the music for decode is indeed goofy, i made it on pretty short notice without anyone else on the music team really wanting anything to do with it. Its one of the few cases where we didn't do a second pass on the music so it's a bit more personal to me in all of its little flaws :P
I won't lie, it did grow on me the more I played it and considering how odd the original song is, I reckon you did a really good job of it
its fine, i really like it anyway :P
the original song also did sound a bit weird to me at first too
My dad used to say 7 years ago that this game looked like it was made for the nes
Came full circle, I guess.
@@lailoutherand NINCE CIRLCES!??!?!
Send this to your dad
Nah
your dad is a normie cod gamer
7:51 Don't worry Tride, mini mario is permenantly etched into my brain
Oh my god I forgot 😭😭
@@TrideGDrip
@@TrideGDoh my god, young man, (insert gordon ramsay here)
111th like
@@loretoesteller6546 It’s Your First Like
15:33 “i really hope there’s not foreshadowing text on the screen right now” 😂
You were fairly spot-on explaining some NES limitations, actually.
About color limits: you are correct about the four-color thing. The NES holds eight palettes of four colors each; four palettes for the background layer, and four palettes for the sprite layer. Each palette can really only use three of those colors effectively, with the fourth always being reserved for transparency that lets the background color show through. In Mario, the background color is the color of the sky. In Famidash, it's the color of the background (also noticeable in the area around spikes, where the background pattern fails to draw). The decorative pit spikes match the player colors because both objects reference the same palette
About the flickering ship trail: the NES is only capable of drawing a maximum of eight 8x8 sprite tiles on a single scanline. This is what causes the flicker; NES games cleverly flicker sprites in and out to create the illusion of more than eight sprite tiles on a single horizontal line (The effect would have been significantly more convincing on an actual CRT). The ship trail flickers on xStep specifically because the decorative pulsing stars are also sprites, instead of background assets. In fact, all decorations that use the player palette are sprites
8:05 In older beta versions of famidash, there was an unfinished Theory Of Everything, but it was scrapped due to the pink pads being a bit off with the jumps
TOE still happening but we gotta wait for the ceiling to be raised (TOE is a tall level)
Ahh ok, makes sense
@@adryanlucas096I also thought this might've been the case, purely because of the breakdown bit lmao
@@TrideGD Or I thought that was the case after the 23rd time I got launched into a spike
Actually the biggest reason was the fact the engine couldnt handle how tall the level was due to the upside down falling during the "breakdown". Its however been fixed since then but the level itself is not quite finished
If this was actually released in 1985, this would probably be the most popular game
Problem is developing it would be probably near impossible
@@thestreamer3513 No. i read the code and this is less complex then super mario bros 3 and kirbys adventure, which both took 3-4 YEARS to develop while famidash only took some months.
@gdradioshack8880 I'm not a programmer but I feel like game development overall would be much harder due to the programs and hardware being far more dated. Who knows maybe I'm wrong and your right but you gotta keep in mind your comparing a game made in 2024 compared to a game made in 1985 which is over 40 years ago
@@thestreamer3513 No, not much has changed other than pure nes code (coding this game would be easy) but what would be hard is the graphics and optimization because Mario 3 and Kirby's adventure had to have lots of extra ram and processing power on the cart, but it will still be easier to develop then Mario 3 and Kirby's adventure because they were VERY impressive games that ran on something with 1 MHZ of cpu power!
Plus if this game came out in 1985 it wouldn't exist today by robtop
I’ve been with this project for longer than most might think (members of the server might know me as SunnyD) and I’m so happy that this project has gotten so big. They had a lot of dedication porting this to NES and I love how it turned out. GGs everyone at the team!!
Wow, you got blue comment!
the lock in the top-right is meant for (Spoilers!)
...extra game-modes. You can unlock it for beating all main levels. There are a lot of fun ones - Platformer mode, Retro mode (Mario physics), disco mode (a.k.a. epilepsy), blind & invisible modes and more! really cool addition!
I played a lot of the beta version of Famidash and the extra gamemodes were unlocked it was really cool
5:18, actually, you can still hear bits and pieces of this melody ever so slightly in the practice version during the last 30 or so seconds before it loops, it's not super obvious at first, but it's still there, which I think is neat
its so cool to be part of a team thats this amazing! most of my work is on a separate spinoff (sort of like the meltdown of famidash) and im super excited for u to see that aswell :]
I've got a lot of comments from the team and you all seem lovely
@@TrideGD awww tysm!♥
Two years later and it might’ve been a horror game.
Or two years before
"Was that the bite of 87!?"
Mario 85 reference???????
WAS THAT THE BITE OF ‘87?!?!?!?! 😵😵😵😵😵🤯🤯🤯🤯🤯🤯😳😳😳😳😳
Was that the spike of 87'
I can’t believe the nes still getting a banger games like this one! I wish SEGA Genesis could have GD demake too 😭
I was the one who did the nightmare! Im glad you liked it :)
Really wow it’s amazing great job
yo I remember you
Really enjoyed this video I would love to see a another episode of this i think it would be awesome to uncover the secrets of this game keep up the great content Tride
FINALLY SOMEBODY FAMOUS FOR GD ACTUALLY SHED SOME LIGHT ON THIS PROJECT!
im so confused how they put the geometry dash sound effect into this game
HI SDSLAYER yay I’m first
hello sdSLAYYYY
Hello
I'm pretty sure you can load samples with the nes, because there's no way stuff like the drums in Mario 3 were done with white noise
the nes has full sample playback abilities, but loading something like that from rom is so intensive that it has to be the only thing happening. see the title screen of games like double dribble or ghostbusters for examples of this being done on classic games
hey! nightly playtester here! thanks for playing famidash! see you when levels packs come out, so you can make your own levels!
interesting
gonna have to wait 9 years more for dash in this version
Current update status: The ability to add up to 9 checkpoints has been added, and you can delete them with SELECT! If you go past 9, your oldest checkpoint gets deleted and the rest shift down a slot.
Slopes have gotten a major improvement as well!
Many other quality fixes on the way. 1.0.1 coming soon!
First comment? No way!
That aside, niceeeeee
@@kandowontu5896 amazing work!! Keep it up :)
Correct, the NES can only render 4 colours per sprite. However a common misconception I see is that, say one still frame of Mario is an entire sprite. Sprites on the NES are extremely small (too small to fit Mario) so what games do instead is render multiple sprites of the player, stitch them together and boom, it looks like as if the NES is more powerful than it actually is.
Or the cool cheat that Megaman does. His face has more than the 3 colors + transparency even if you break it down into the 8x8 squares sprites use. But they actually layer multiple sets of 8x8 sprites on top of each other. The helmet has an empty space in the face part, and the face is a completely separate set of sprites set to always draw behind the helmet. So it all stitches together perfectly and results in having skin tone face, both megaman blues, and the black for outline all in the span of a few pixels.
“Back in my day i used to beat bloodbath on the NES”
6:15 I know some of the hardware quirks of the NES, this is the result of a maximum sprite limit per horizontal line on the screen. You only hit this because the background stars are also sprites, so their color can be independent from the background color
Now that I think of it, playing gd on a nes sounds so cool! Dude that's just so like, cozy or something idrk how to describe it
just to remember
8 sprites per horizontal line
20 colors
4 colors per palette (3 because one color will be transparent for the bg)
512 sprites for sprites and background (together)
4/5 channels for music
40 kb
The 40 kb limit is kinda fake, because there was chips to upgrate the ROM, there are games of 2 mb (action 52)
0:43 tartar sauce?
😂😂😂😂
8:22 I adore how the coins sync up to the music.
It would be fancy to use the original name, like dart, and bird
Thank you for playing my laptop! Deep appreciation awaits you.
If geo dash was made in '85, it would not have any of these songs, just dash and other instrumentals that existed before 1985
Dawgg its like changing the minecraft texture pack from minecraft default textures to the classic textures
7:50 you did, its fine
ahh yes my favourite Indian famidash youtuber 🗿🍷
back in my grandpa's day...
young af
are you 8
the 8bit versions of these songs was something i didn't know i needed
if this was real 1985 people would cancel nintendo and everyone would forget about this game because gaming is unhealthy
Fr
Wdym? The NES wasn’t even advertised in America until it’s 1985 release
@@advance64bro hence why he said "real 1985"
@@kyles1255 but the rest doesn’t make sense, that logic sucks as Famidash is literally better than the games made before the NES
@@advance64broit’s a joke man don’t the it serious😊
“I could be anybody, dead or alive, but I would be my grandpa in 1985..”
- geometry dash
This makes me want to buy an NES just for famidash 😅
Yiu can play it online
Now wishing for a GD Demake for Gameboy Advanced & Nintendo DS
Someone has actually made a DS version, but nowhere near this good
I don’t know why but I didn’t expect Tride’s real name to be Ben
19:52 at 100% speed, does this look possible to you?
Thank you for the video will be working on fixing a lot of bugs you back
They forgot TOE 3:56 😭
It wasnt forgotten, it just didnt make it in time for the 1.0 release. One of the biggest limitations was the fact the level is taller than any other roptop level (due to the "breakdown" part) and needed the coding team to redo parts of the game engine to allow it to work on nes. Then once we got it to work with levels that tall nobody else decided to finish the level itself. You can still listen to its music in the sound test however.
Me when i place the pixelate trigger
Awww I wanted to do this once when I was trying to learn 6502 assembly.. I had the idea like a year ago, now it's already been done. Oh well
It's 1000x better than what I would have made anyway. Props to them, It plays really smoothly, except the ship feels a bit heavy
The song for electroman adventures really fits the theme of the video ngl. 7:30
this game would of made a lot of money back then tbh
Imagine the romhacks 😅
9:08 ARE U OK ???
I notice how skilled players who haven't played the original level in 70 business days always hum the music when they return for whatever reason.
this looks awesome....just beat electroman adventures for the first time....i'll check this out, thanks :)
I SAW YOU COMMENT ON IT AND YOU FINNALY PLAYED IT!
watching this while I'm still going for decode is
something
Our story begins in 1985 with this simple block
NO WAY TRIDE I ACTUALLY MADE THE EXACT SAME ICON IN FAMIDASH TOO
COINCIDENCE?!?!?!
Tride stole my design lol😂
oldest gd player:
you can remake famidash in geometry dash lol
From the old version to the new versión isawesome. Love this..
yo thats kinda cool
Tride, I’m just curious. What’s your favourite song that is on newgrounds? i want to make a level but dont know which song to use so i want your recommendation.
Thanks a lot!
2:14 erm actually that was the gameboy color 🤓
nobody asked
@@cleaner_official thats the point of the nerd emoji [SILLY]
Nes sprites had a limit four colors technically.
3 of your choice and black/transparent for outlines and stuff.
At the start:0:00 keep yapping like we don't know that😂
Riot playing Geometry dash in his mom's womb while Michigun jumping over triple spikes while he doesn't exist
The NES can only display 8 16x16 sprites on one Y row. Some games used flickering to make all sprites visible, however I guess famidash didn’t.
Trails got low priority, all other sprites flicker.
This is basically like playing in 60hz before the engine update in 2.2 to be 240hz since the NES is 60hz.
Love the content keep it up man❤
if they haven't already, they should let you remove a checkpoint by just holding the checkpoint button for a second
Awesome that this exists :)
They definitely should have just included the custom levels as late main levels instead of making a different tab for it.
It used to be that way but there was literally nothing on the online levels button
@@adryanlucas096 It used to be that there was no code in the game :P
That slope on real decode was my enemy as well lol
you know its a great day when im here in 23 minutes of this droping
We need SiKky to confirm this
I love this comment
Wow, thanks!
So retro!!!!!!!
If I could be anyone
Dead or alive
I would be the Gd cube in 1985
Wake up babe, tride uploaded.
love it
the game and the video
1:41 this guy's name is Ogmo, he comes from the Jumper series
15:18 on the NES does this look possible to you?
I saw your comment in the famidash trailer
Now we need 2.2 levels for the SNES
8:25 PERFECT SYNC
AVGN would've gone nuts for this
i remember when famidash only had 6 levels. nice
If only I couldve played GD in my moms womb dude
Wait till 2.3
@@BananaArm yeah but we will all be dead by then...
I need to know if the ost is uploaded cuz I love the 8bit remixes
Also electroman sounds so similiar lol
THIS IS GOOD
the funny thing is that it's actually cheaper to buy an NES than it is to buy the cartridge that you need to be able to play roms on an NES.
now someo gotta remake these levels in-game
Nice upload super diddy
"why does the camera scroll with the ship"
so its supposed to be left behind
Now that I think about it rip off consoles are probably going to somehow get this on it and call it something different
0:01 bro I used to play that on my Wii😭
1:35 git me laughing on the floor
when is tride dash coming back😭😭
Tride, that cube is the xCreatorGoal cube smh
awesome it looks good
Now you see that happens if you don't play time machine!
11:14
Finally someone who agrees with me on that one
(WHY DOES THE NUMBER 11:14 KEEP APPEARING AAAAAA)