multijointed animation demo
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psycopathicteen
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multijointed animation demo
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.
This demo is not very impressive, but when I add dynamic animation, and software sprite rotation, it will be the coolest thing ever.
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- multijointed animation.zip
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Re: multijointed animation demo
Cool rotation. Now it needs scaling, 3-D, a soundtrack by Nazo^2 Suzuki...
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psycopathicteen
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Re: multijointed animation demo
Update. Now with rotating sprites.
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- multijointed animation.zip
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psycopathicteen
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Re: multijointed animation demo
Hope you don't get dizzy!
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Re: multijointed animation demo
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.
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.
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psycopathicteen
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Re: multijointed animation demo
It does it during the white screen. There is about 72kb used, 64 frames for 2 groups of 32x32s and one group of 16x16s.
- benjaminsantiago
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Re: multijointed animation demo
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?
Are you still working on your shooter Secret Agent Maniac?
- rainwarrior
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Re: multijointed animation demo
Kinda gives me an Amiga Juggler flashback: https://www.youtube.com/watch?v=-yJNGwIcLtw
- benjaminsantiago
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Re: multijointed animation demo
cool I've never seen that one. Though my first thought was of Earnest Evans.rainwarrior wrote:Kinda gives me an Amiga Juggler flashback: https://www.youtube.com/watch?v=-yJNGwIcLtw
https://www.youtube.com/watch?v=KvtauwFULPM
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psycopathicteen
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Re: multijointed animation demo
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.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?
Re: multijointed animation demo
WOW , just wow , really impressive.psycopathicteen wrote:Hope you don't get dizzy!
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.