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Main - Posts by Aaendi |
Aaendi |
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Red Koopa Level: 27 Posts: 28/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
I think I have this figured out. I'll make every enemy and object (that appear in the same level) fit in the v-ram in designated spots, and use the dma to animate those v-ram tiles in a short repeating pattern. |
Aaendi |
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Red Koopa Level: 27 Posts: 29/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
http://img51.imageshack.us/img51/4143/spritevram.png
Here is how one frame of the v-ram will look like in my game. There are 16 explosion frames in my game, but there can be only 4 frames at the same time (this picture has frames 0, 4, 8, and 12). That big guy is one of the enemies, I'm not sure yet if I can fit all his frames in there. I'll probably do the same thing I did with the explosions and use 16 walking frames but only allow 4 of them at the same time. If he is still too big, I might limit him to just one per screen in some areas. Those shiney blue tiles, are for the windows of monorail train that will explode. When it explodes I'll replace them with a totalled version of the train. |
Aaendi |
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Red Koopa Level: 27 Posts: 30/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
I think my problem was that I over-thought my animation system, when I should've taken a different approach from the beginning. |
Aaendi |
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Red Koopa Level: 27 Posts: 31/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Most of you can program for fun. I'm forced to program a game because other programmers keep critisizing me. |
Aaendi |
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Red Koopa Level: 27 Posts: 32/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Eventhough I don't want to be a programmer, I still want my game to be made. I have such an imagination of what I want, and I don't want to put it to waste. |
Aaendi |
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Red Koopa Level: 27 Posts: 33/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Basically, if your smart enough to get more than 3 sprites onscreen without any slowdown, your smart enough to help. |
Aaendi |
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Red Koopa Level: 27 Posts: 34/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
I've been wondering that question for the last 3 years! Some people redicule me for beleiving the Super Nintendo is fast enough to show 4 sprites onscreen, when it is so obviously true. |
Aaendi |
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Red Koopa Level: 27 Posts: 35/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Posted by Parasyte First of all, yes I want to make a killer-app. Secondly, I want to be the art direction. I know how to animate very impressive looking explosions and bosses. The issue is that I'm afraid the programmer is going butcher everything I do. I don't want my beautiful multijoined sprite boss to be replaced by an ugly bg-layer boss that doesn't move! |
Aaendi |
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Red Koopa Level: 27 Posts: 36/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Sprites can move seperately from eachother; with background layers the boss can only move at a whole. I've also seen background layer bosses before, the animation is always choppier and more confined than sprite based bosses. |
Aaendi |
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Red Koopa Level: 27 Posts: 37/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
I'd draw the same sprites in 16 different angles. |
Aaendi |
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Red Koopa Level: 27 Posts: 38/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Posted by Parasyte Snes's hardware rotation is only for mode-7 backgrounds, not for individual sprites. Unless you mean software rotation, which would require a lot of programming work. To get the most amount of speed from software rotation, I would rotate the sprites at parts of the game where there are deliberately no enemies on screen (such as a short cut scene before a boss), and keep the rotation frames in wram or vram until the boss is dead. A good thing about the PPU is that it has horizontal and vertical flips, which you can use to fit double the amount of rotation frames in memory for normal sprites, quadrupal the amount for symetrical sprites, or octuple the amount of rotation frames for sprites with two axis of symetry. |
Aaendi |
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Red Koopa Level: 27 Posts: 39/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
For now, I'm just happy to see how far this thread has gone without any flaming. I used to be on smwcentral.net last year (under a different user name) and I used to get horribly flamed everytime I remotely implied that the Super Nintendo was fast enough to display multijointed sprites.
Other than Acmlm's Board 2, snesdev.net is also a pretty good site although it is a little slow activity wise. The website's owner UnDisbeleiver has been working on an Snes game engine, but it is taking over 3 years to finish it and there isn't a lot of activity due to most of the members waiting for it. A few days ago, I suggested making a much simpler and basic engine for now since the more complex engine is taking so long, and they thought it was a good idea. So currently my run'n'gun game is put aside and I'm instead working on a very basic engine. When I get this done, I'll spread around, and take a long break in programming and see how it will end up after a few months. |
Aaendi |
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Red Koopa Level: 27 Posts: 40/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
I do want help, but I'm not quite sure how I want others to help me. If anybody wants to work on graphics or anything you can tell me if you want. It's easy for 2 people to work on things like graphics, but it's hard to have 2 people programming the same game.
But just so I feel like I didn't do all this work for nothing, here is the code for scrolling and tile map updating that I already tested out and made sure it worked: lda $00 ;;$00 is x coordinate sta $210d lda $01 sta $210d lda $08 ;;$08 is y cooridnate sta $210e stz $210e lda $09 asl asl asl and #$18 clc adc #$43 sta $2107 rep #$20 lda $00 lsr lsr lsr clc adc $02 ;;$02 is #$0000 if moving backwards sta $04 ;;$02 is #$0020 if moving forwards sep #$20 lda #$81 sta $2115 lda $04 and #$1f sta $2116 lda $04 and #$20 lsr lsr lsr clc adc #$40 sta $2117 lda #$01 sta $4300 lda #$18 sta $4301 stz $4302 lda $04 ora #$80 sta $4303 lda $04 asl lda $05 rol sta $4304 lda #$40 sta $4305 stz $4306 lda #$01 sta $420b lda #$81 sta $2115 lda $04 and #$1f sta $2116 lda $04 and #$20 lsr lsr lsr clc adc #$48 sta $2117 lda #$01 sta $4300 lda #$18 sta $4301 lda #$40 sta $4302 lda $0e44 ora #$80 sta $4303 lda $04 asl lda $05 rol sta $4304 lda #$40 sta $4305 stz $4306 lda #$01 sta $420b lda #$81 sta $2115 lda $04 and #$1f sta $2116 lda $04 and #$20 lsr lsr lsr clc adc #$50 sta $2117 lda #$01 sta $4300 lda #$18 sta $4301 lda #$80 sta $4302 lda $04 ora #$80 sta $4303 lda $04 asl lda $05 rol sta $4304 lda #$40 sta $4305 stz $4306 lda #$01 sta $420b lda #$81 sta $2115 lda $04 and #$1f sta $2116 lda $04 and #$20 lsr lsr lsr clc adc #$58 sta $2117 lda #$01 sta $4300 lda #$18 sta $4301 lda #$c0 sta $4302 lda $04 ora #$80 sta $4303 lda $04 asl lda $05 rol sta $4304 lda #$40 sta $4305 stz $4306 lda #$01 sta $420b For those who want to program, here is something already figured out for you. |
Aaendi |
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Red Koopa Level: 27 Posts: 41/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
http://www.youtube.com/watch?v=9maoY2ZQiqk&feature=player_embedded |
Aaendi |
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Red Koopa Level: 27 Posts: 42/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Yet most everyone else does? How do you cram 4 megabits of asm code into your brain and understand exactly what every part does? |
Aaendi |
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Red Koopa Level: 27 Posts: 43/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
What about the Super Mario All Stars version of Super Mario World? |
Aaendi |
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Red Koopa Level: 27 Posts: 44/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
How do people make custom bosses and enemies? |
Aaendi |
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Red Koopa Level: 27 Posts: 45/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Posted by TreliorPosted by AaendiASM hacks. No duh! I mean, where in the game's asm code do I plug my code in, and how do I make it compatible with the SMW engine? |
Aaendi |
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Red Koopa Level: 27 Posts: 53/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Is there a tile map editor that anyone can use as a tool for creating their own game? |
Aaendi |
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Red Koopa Level: 27 Posts: 54/131 EXP: 109266 Next: 6893 Since: 10-18-09 Last post: 4677 days Last view: 4338 days |
Anything for the Snes? |
Main - Posts by Aaendi |
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