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but..

Posted: Mon Feb 06, 2006 10:34 am
by lord
tokumaru wrote:You can place more than 8 in a scanline, but the ones with lower priority will simply not be displayed. They're there, but invisible. That's why you should cycle the priorities, so that the ones that were invisible the last frame will be visible in the next, and vice-versa.
yeah but if all sprites are animated.. when you going to cycle.. how you can animate all sprites to same time... you must drawing all or no? or sprites of 1st cycle must stop animation?? and sprite of 2nd cycle going to move??

Posted: Mon Feb 06, 2006 10:51 am
by tokumaru
Just animate normally, every frame. If you cycle well, the sprites will not be invisible for more than one frame at a time. It's very unlikely that the player will sense a difference in the animation. The player's brain will compensate for any frame of animation that may be lost. The movement may not feel as smoth, but will not affect gameplay at all.

If you played NES before you must have seen this effect before. And the fact that you seem to not remember it just proves it's not of great impact to the player! =)

i remember

Posted: Mon Feb 06, 2006 10:55 am
by lord
i remember great amounts of lemmings in a same row.. They was like flashing lemmings!!.. but they dont see dissapears they appears and disappears so fast that you dont notice that a group of them are invisible for a little time...

yeah i get the idea..
thanks

Re: i remember

Posted: Mon Feb 06, 2006 10:56 am
by lord
change flashing lemmings for "phantom lemmings"

Posted: Mon Feb 06, 2006 11:48 am
by Bregalad
I just noticed that sprite cycling is much less visible on a real television than on an emulator.

yes

Posted: Mon Feb 06, 2006 11:51 am
by lord_Chile
i agree

Posted: Mon Feb 06, 2006 11:58 am
by tokumaru
Bregalad wrote:I just noticed that sprite cycling is much less visible on a real television than on an emulator.
I guess subsequent frames are somewhat "merged" on a television in the form of fields, while a PC monitor shows all 60 frames per second. I'm not a TV guru though.

a question about .chr sprite order..

Posted: Tue Feb 07, 2006 4:44 am
by lord_Chile
a question about .chr sprite order..

Just i noticed that all sprites in super mario bros are a "unsort sprites" inside .chr..
But my question is if nes have any type of format to insert in.CHR people/objects to know by example where is "the head left", "the head right", the "middle left body", etc..

for what reason sprites dont be arrange or "sorted" in .chr???.. because editing is very hard with unsorted sprites.. i see mario head on bottom "by example", but mario foots are in middle!!!. and yeah, i can sorting it manually but since all sprites are in different locations i cannot finding difference between big mario, and small mario using tile layer pro!!

what is the sort format????

Re: a question about .chr sprite order..

Posted: Tue Feb 07, 2006 9:06 am
by lord_Chile
there is any program for automatic rearrange of tiles?

Posted: Tue Feb 07, 2006 10:06 am
by Bregalad
Nope.
All sprites are customly arranged by software. If you want to reconstitue sprites, you have to play trough Nesticle, disable BG and dump sprites or to work youreself with a tile editor.
But there is most probably already a thousand of mario sprites available on the net.

then Nesticle dumps sprites in order?

Posted: Tue Feb 07, 2006 10:20 am
by lord
Bregalad wrote:play trough Nesticle, disable BG and dump sprites
then Nesticle dumps sprites in order?
which is the dump format??

Posted: Tue Feb 07, 2006 11:11 am
by tokumaru
I think he meant a screenshot. Take a screenshot when the sprite you want is beeing displayed. If you disable the background the screenshots will contain only sprites. So, play with mario frame by frame for a while and you'll have all his sprites to put in whatever order you want. But you can probably find Mario sprites in many many webpages, as Bregalad said.

BTW, the sprites are probably all messed up in the pattern tables because there is no way to have them arranged, since many parts are used in more than 1 frame. I believe the head, for example, remains the same for all frames, wich means it's defined only once in the pattern table. It would be a waste of pattern space to have the same thing stored over and over.

i wanna

Posted: Tue Feb 07, 2006 11:37 am
by lord_Chile
i dont want taking a screenshot.. i wanna knows how sprites are inserted..in a chr.. i know now that it's by software..

im trying taking smb sprites.. and making walking a smb for learning about sprites..

Posted: Tue Feb 07, 2006 12:16 pm
by Bregalad
Each game order them customly to spare pattern table space in a differen way.
I belive some games change frames dynamicly (like Battletoads), but this is much more common to SNES games.

Posted: Tue Feb 07, 2006 2:03 pm
by Memblers
Try YY-CHR. It comes with a file that defines the sprites for Super Mario Bros, it displays them as they're displayed on the screen in-game and you can edit them like that and have them saved back in the games sorted format.

And of couse there's a way to edit the file to define the sorting for other games (or your own).