I know what you're thinking. Didn't I already do this a long time ago? Well, I did, but this is the first time I did it the "right way." This time I actually have an "engine" reading off movement and skeleton structure data, instead of just ad hocking it.
This demo is not very impressive, but when I add dynamic animation, and software sprite rotation, it will be the coolest thing ever.
Cool rotation. Now it needs scaling, 3-D, a soundtrack by Nazo^2 Suzuki...
Update. Now with rotating sprites.
Hope you don't get dizzy!
Interesting. It's a very good test ROM for showing the bug in the S-PPU that drops the frontmost sprites when the 34-tile overdraw limit is exceeded, not the rearmost sprites like on other sprite-based VDPs.
How long does your rotation routine take for a given area of sprite? Or is precomputing that why it white-screened for so long while starting? I'm trying to see how feasible it would have been to make Yoshi's Island without a GSU.
It does it during the white screen. There is about 72kb used, 64 frames for 2 groups of 32x32s and one group of 16x16s.
this is pretty great, I saw a similar older version of this kind of thing on your youtube (it was a snake-type creature though). I came across your youtube a long time ago before I frequented this forum so didn't realize they were the same person. This however is way more impressive.
Are you still working on your shooter Secret Agent Maniac?
Kinda gives me an Amiga Juggler flashback:
https://www.youtube.com/watch?v=-yJNGwIcLtw
rainwarrior wrote:
Kinda gives me an Amiga Juggler flashback:
https://www.youtube.com/watch?v=-yJNGwIcLtwcool I've never seen that one. Though my first thought was of Earnest Evans.
https://www.youtube.com/watch?v=KvtauwFULPM
benjaminsantiago wrote:
this is pretty great, I saw a similar older version of this kind of thing on your youtube (it was a snake-type creature though). I came across your youtube a long time ago before I frequented this forum so didn't realize they were the same person. This however is way more impressive.
Are you still working on your shooter Secret Agent Maniac?
The old snake demo was just cycling through OAM tables, whereas my new demo actually calculates the movement. I also use software sprite rotation, and a dynamic animation engine.
psycopathicteen wrote:
Hope you don't get dizzy!
WOW , just wow , really impressive.
I wonder really often if something like the animation engine of the most "recent" SRW will be posible in the SNES. ( see SRW games in GBA & DS , i think that the animations are increible). A SRW for SNES with such quality of animation will be mindblowing.
It seems like you are not so far of achieving something "similar" to the animation engines of those games.