You know what I'm talking about: Seven Force, Yokozuna, Beast Kimkoh, and many more. Large bosses pieced together from many distinct sprites, which interface and animate together smoothly. Is there a standard way that games achieved this effect, back in the 16-bit era? I'm working on a retro side-scroller project of my own, and I'm at the point where I need to know how this stuff works.
I believe the modern way to do something like this is to use a physics engine which supports joints, impose some sort of constraints between each joint so the "parts" fit together in the right ways (maybe changing the constraints for different animation states), and leave the rest up to some sort of hyper-optimized linear-algebra solver. For various technical reasons, I don't have access to that (more accurately, it would be a pain for me to interface with a proper physics engine and I'd like to avoid it if I can). It seems like overkill to import an entire physics engine just for this one function, anyway, if so many games in the 16-bit era were able to achieve these kind of effects with 7.6MhZ processors and without complex physics engines.
Here are two specific examples. I'd be interested in knowing more about the programming of each:
There are many more examples I could give, but I figure that if I can program these two guys, in addition to what I can already program, then I've covered everything that I might need. The Orphic Vipers are the most immediately pressing to me, since I'm currently working on a miniboss which demands similar movement.
(Related question, if anyone knows. I've read in interviews that Konami had a stock set of generic routines that they would use for multi-joint sprite animation, combining the routines in various ways until they got a visual effect that looked cool. The design lead of Contra: Hard Corps said he threw this approach out, and the team custom-programmed every boss individually instead. What did these "generic routines" look like? And what is Hard Corps doing in comparison?)
Feel free to post other examples you like in this thread, too, even if you can't explain how they work. (For some reason, I associate this effect way more with the Genesis than the SNES, or even the arcades, but feel free to prove me wrong.)
I believe the modern way to do something like this is to use a physics engine which supports joints, impose some sort of constraints between each joint so the "parts" fit together in the right ways (maybe changing the constraints for different animation states), and leave the rest up to some sort of hyper-optimized linear-algebra solver. For various technical reasons, I don't have access to that (more accurately, it would be a pain for me to interface with a proper physics engine and I'd like to avoid it if I can). It seems like overkill to import an entire physics engine just for this one function, anyway, if so many games in the 16-bit era were able to achieve these kind of effects with 7.6MhZ processors and without complex physics engines.
Here are two specific examples. I'd be interested in knowing more about the programming of each:
- The Orphic Vipers in Super Castlevania IV (I'm sure they're doing something very simple, but the way the joints move looks complicated. The regular Bone Dragon enemy has a similar movement, I think, and that guy was from the NES games, so the calculations can't be TOO taxing)
- Xi-Tiger and Seven Force in Alien Soldier (16:45 and 34:22 respectively in this video; they're the most complicated bosses, in a game which is basically a non-stop variation on this idea. They both look incredibly smooth, to the point where I doubt that all the animation data was inputted manually)
There are many more examples I could give, but I figure that if I can program these two guys, in addition to what I can already program, then I've covered everything that I might need. The Orphic Vipers are the most immediately pressing to me, since I'm currently working on a miniboss which demands similar movement.
(Related question, if anyone knows. I've read in interviews that Konami had a stock set of generic routines that they would use for multi-joint sprite animation, combining the routines in various ways until they got a visual effect that looked cool. The design lead of Contra: Hard Corps said he threw this approach out, and the team custom-programmed every boss individually instead. What did these "generic routines" look like? And what is Hard Corps doing in comparison?)
Feel free to post other examples you like in this thread, too, even if you can't explain how they work. (For some reason, I associate this effect way more with the Genesis than the SNES, or even the arcades, but feel free to prove me wrong.)