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Aaendi
Posted on 12-30-09 02:36 AM, in How was animation usually done in games? Link | Quote | ID: 124522


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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
Posted on 12-30-09 04:12 PM, in How was animation usually done in games? Link | Quote | ID: 124548


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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
Posted on 12-31-09 05:36 PM, in asm programming = slave labor Link | Quote | ID: 124643


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I think my problem was that I over-thought my animation system, when I should've taken a different approach from the beginning.

Aaendi
Posted on 01-03-10 06:57 PM, in asm programming = slave labor Link | Quote | ID: 124942


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Most of you can program for fun. I'm forced to program a game because other programmers keep critisizing me.

Aaendi
Posted on 01-07-10 04:15 AM, in asm programming = slave labor Link | Quote | ID: 125133


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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
Posted on 01-08-10 12:56 AM, in asm programming = slave labor Link | Quote | ID: 125188


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Basically, if your smart enough to get more than 3 sprites onscreen without any slowdown, your smart enough to help.

Aaendi
Posted on 01-09-10 11:34 PM, in asm programming = slave labor Link | Quote | ID: 125329


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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
Posted on 01-10-10 05:10 PM, in asm programming = slave labor Link | Quote | ID: 125377


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Posted by Parasyte
Do you want to be a developer, or a designer?

There are advantages to having knowledge of both. But to create a "killer app" you really need a dedicated team. Sure, some people can create a complete game alone (*cough* Sivak *cough*) but that doesn't mean his games are killer apps. (No offense, Siv! Battle Kid is a fine example of what a single person can do.)

All I am saying is, you might want to focus on just one thing. Design? Direction? Art? Music? Programming? Story? Writing?

Trust me, programming is not the most important out of that list.


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
Posted on 01-10-10 07:49 PM, in asm programming = slave labor Link | Quote | ID: 125390


Red Koopa
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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
Posted on 01-10-10 09:06 PM, in asm programming = slave labor Link | Quote | ID: 125397


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I'd draw the same sprites in 16 different angles.

Aaendi
Posted on 01-11-10 07:12 PM, in asm programming = slave labor Link | Quote | ID: 125463


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Posted by Parasyte
Using hardware rotation will produce less "choppy" results than having sprites drawn at different angles.

Would I rather have 360 steps of rotation, or 16? Hmmm, that's a tough decision...


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
Posted on 01-15-10 03:17 AM, in asm programming = slave labor (rev. 2 of 01-15-10 03:18 AM) Link | Quote | ID: 125557


Red Koopa
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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
Posted on 01-23-10 04:28 AM, in asm programming = slave labor Link | Quote | ID: 125912


Red Koopa
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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
Posted on 02-02-10 04:01 PM, in Cool multijointed sprite I made. Link | Quote | ID: 126548


Red Koopa
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http://www.youtube.com/watch?v=9maoY2ZQiqk&feature=player_embedded

Aaendi
Posted on 02-05-10 10:13 PM, in Why can't I memorize and understand SMW's source code? (rev. 2 of 02-05-10 10:14 PM) Link | Quote | ID: 126670


Red Koopa
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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
Posted on 02-05-10 10:39 PM, in Why can't I memorize and understand SMW's source code? Link | Quote | ID: 126673


Red Koopa
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What about the Super Mario All Stars version of Super Mario World?

Aaendi
Posted on 02-06-10 07:49 PM, in Why can't I memorize and understand SMW's source code? Link | Quote | ID: 126703


Red Koopa
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How do people make custom bosses and enemies?

Aaendi
Posted on 02-07-10 01:05 AM, in Why can't I memorize and understand SMW's source code? Link | Quote | ID: 126723


Red Koopa
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Posted by Trelior
Posted by Aaendi
How do people make custom bosses and enemies?
ASM 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
Posted on 03-11-10 04:20 AM, in Any "generic" tile map editors? Link | Quote | ID: 128276


Red Koopa
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Is there a tile map editor that anyone can use as a tool for creating their own game?

Aaendi
Posted on 03-11-10 04:40 AM, in Any "generic" tile map editors? Link | Quote | ID: 128280


Red Koopa
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Anything for the Snes?
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Main - Posts by Aaendi

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