multijointed animation demo

Discussion of hardware and software development for Super NES and Super Famicom.

Moderator: Moderators

Forum rules
  • For making cartridges of your Super NES games, see Reproduction.
Post Reply
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

multijointed animation demo

Post by psycopathicteen »

I know what you're thinking. Didn't I already do this a long time ago? Well, I did, but this is the first time I did it the "right way." This time I actually have an "engine" reading off movement and skeleton structure data, instead of just ad hocking it.

This demo is not very impressive, but when I add dynamic animation, and software sprite rotation, it will be the coolest thing ever.
Attachments
multijointed animation.zip
(2.78 KiB) Downloaded 138 times
ccovell
Posts: 1041
Joined: Sun Mar 19, 2006 9:44 pm
Location: Japan
Contact:

Re: multijointed animation demo

Post by ccovell »

Cool rotation. Now it needs scaling, 3-D, a soundtrack by Nazo^2 Suzuki...
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

Re: multijointed animation demo

Post by psycopathicteen »

Update. Now with rotating sprites.
Attachments
multijointed animation.zip
(3.41 KiB) Downloaded 112 times
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

Re: multijointed animation demo

Post by psycopathicteen »

Hope you don't get dizzy!
Attachments
multijointed animation.zip
(3.75 KiB) Downloaded 131 times
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: multijointed animation demo

Post by tepples »

Interesting. It's a very good test ROM for showing the bug in the S-PPU that drops the frontmost sprites when the 34-tile overdraw limit is exceeded, not the rearmost sprites like on other sprite-based VDPs.

How long does your rotation routine take for a given area of sprite? Or is precomputing that why it white-screened for so long while starting? I'm trying to see how feasible it would have been to make Yoshi's Island without a GSU.
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

Re: multijointed animation demo

Post by psycopathicteen »

It does it during the white screen. There is about 72kb used, 64 frames for 2 groups of 32x32s and one group of 16x16s.
User avatar
benjaminsantiago
Posts: 84
Joined: Mon Jan 20, 2014 9:40 pm
Location: Astoria, NY
Contact:

Re: multijointed animation demo

Post by benjaminsantiago »

this is pretty great, I saw a similar older version of this kind of thing on your youtube (it was a snake-type creature though). I came across your youtube a long time ago before I frequented this forum so didn't realize they were the same person. This however is way more impressive.

Are you still working on your shooter Secret Agent Maniac?
User avatar
rainwarrior
Posts: 8062
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada
Contact:

Re: multijointed animation demo

Post by rainwarrior »

Kinda gives me an Amiga Juggler flashback: https://www.youtube.com/watch?v=-yJNGwIcLtw
User avatar
benjaminsantiago
Posts: 84
Joined: Mon Jan 20, 2014 9:40 pm
Location: Astoria, NY
Contact:

Re: multijointed animation demo

Post by benjaminsantiago »

rainwarrior wrote:Kinda gives me an Amiga Juggler flashback: https://www.youtube.com/watch?v=-yJNGwIcLtw
cool I've never seen that one. Though my first thought was of Earnest Evans.

https://www.youtube.com/watch?v=KvtauwFULPM
psycopathicteen
Posts: 3001
Joined: Wed May 19, 2010 6:12 pm

Re: multijointed animation demo

Post by psycopathicteen »

benjaminsantiago wrote:this is pretty great, I saw a similar older version of this kind of thing on your youtube (it was a snake-type creature though). I came across your youtube a long time ago before I frequented this forum so didn't realize they were the same person. This however is way more impressive.

Are you still working on your shooter Secret Agent Maniac?
The old snake demo was just cycling through OAM tables, whereas my new demo actually calculates the movement. I also use software sprite rotation, and a dynamic animation engine.
kp64
Posts: 31
Joined: Fri Aug 01, 2014 3:13 pm

Re: multijointed animation demo

Post by kp64 »

psycopathicteen wrote:Hope you don't get dizzy!
WOW , just wow , really impressive.
I wonder really often if something like the animation engine of the most "recent" SRW will be posible in the SNES. ( see SRW games in GBA & DS , i think that the animations are increible). A SRW for SNES with such quality of animation will be mindblowing.
It seems like you are not so far of achieving something "similar" to the animation engines of those games.
Post Reply