Search found 3134 matches
- Thu Jun 17, 2010 3:28 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 9259
- Thu Jun 17, 2010 9:43 am
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 9259
Just so you know, I'm not just making this dynamic animation engine for my own game, I encourage other people to play around with it, and see what other people could do with it. I'll post the source code when I'm ready, and I expect others to implement it in their own game engine. It will make me ha...
- Tue Jun 15, 2010 10:56 am
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 9259
I have a better idea. Only spawn and kill enemies on even frames. On even frames, upload first 5kB of patterns to backbuffer. On odd frames, upload second 5kB of patterns to backbuffer and switch buffers. Since this method causes the pattern table to lag 1 frame behind the oam, I will program a 1 fr...
- Mon Jun 14, 2010 7:06 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 9259
I just noticed something I overlooked. 6k dynamic sprites wouldn't work with 128 oam sprite entries. It would work with 48 oam sprite entries, but not 128. I guess I'm going with 5k so I can dma the entire oam and still have time for scrolling and other stuff like that. At first using 30 fps animati...
- Mon Jun 14, 2010 3:52 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 9259
- Mon Jun 14, 2010 3:07 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 9259
- Mon Jun 14, 2010 1:44 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 9259
dynamic animation
This morning I had the idea of programming my own little dynamic animation engine that allows up to 48 16x16 sprites to be animated at 60 fps directly from the cart without the v-ram limitations. Sure 48 sprites isn't the max amount of sprites the Snes can display, but I'm limiting the amount to 48 ...
- Sun Jun 13, 2010 12:01 pm
- Forum: SNESdev
- Topic: HVCMODE Pin???
- Replies: 59
- Views: 24660
- Sun Jun 13, 2010 10:55 am
- Forum: SNESdev
- Topic: HVCMODE Pin???
- Replies: 59
- Views: 24660
- Sat Jun 12, 2010 6:40 pm
- Forum: SNESdev
- Topic: Where is Super NES homebrew?
- Replies: 34
- Views: 22525
I think I figured out how to do it. Have two seperate sets of coordinates, one set will be the playfield coordinates, the other the collision coordinates. When the player sprite is in walking/standing mode his movement will be calculated with the collision coordinate and converting the updated colli...
- Sat Jun 12, 2010 5:24 pm
- Forum: SNESdev
- Topic: HVCMODE Pin???
- Replies: 59
- Views: 24660
- Sat Jun 12, 2010 3:46 pm
- Forum: SNESdev
- Topic: HVCMODE Pin???
- Replies: 59
- Views: 24660
- Sat Jun 12, 2010 1:23 pm
- Forum: SNESdev
- Topic: HVCMODE Pin???
- Replies: 59
- Views: 24660
- Sat Jun 12, 2010 11:56 am
- Forum: SNESdev
- Topic: Where is Super NES homebrew?
- Replies: 34
- Views: 22525
- Sat Jun 12, 2010 8:22 am
- Forum: SNESdev
- Topic: HVCMODE Pin???
- Replies: 59
- Views: 24660
6502 said: And no, we are not being content with what is possible, we bitch constantly about what is NOT possible. Eventhough I'm with Tomaitheous with the idea of a PPU to cart bus, you bring up a good point about bitching about what is not possible and not being happy about what is possible. I can...