What now? I didn't think there was some sort of special chip involved.93143 wrote:Super MMC
Wait, how? The sprites can't be that big (I imagine about 48x32?) And you don't need that many frames of animation, just turned sprites of the objects, and they can be horizontally flipped for turning in different directions. The only other thing I think you'd need are animations for the vehicle rotating when you press L and R, but that really only needs to be in the head on view. I guess one other thing you could do is have the vehicles flip out before they explode, but that only needs to be a simple animation and you might not even have that anyway, although it's hilarious watching your vehicle bounce around like a pinball and explode, leaving behind a giant raisin.93143 wrote:even when tepples' sprite scaling scheme is taken into account.
I'm curious though, but what do you want the SA-1 for anyway? I've always figured you could kind of use mipmapping for objects when they shrink because it takes less CPU time to shrink a smaller object, and it's highly unlikely ever object onscreen is going to appear full size. It's a speed for memory tradeoff. I still imagine this would be smaller than any sort of compression.
They also already exist: http://128bit.me/index.php?topic=27054. ... #msg19216593143 wrote:One cool thing about prerendered graphics is that once you have the 3D model, it's not all that time-consuming to make more frames of animation from it.
Yeah though, I really just need to get my initialization routine working with the change to HiROM, and somehow organize things better, although I'm not entirely sure what I'm doing wrong here, which is a problem. Koitsu, would it even be at all beneficial for me to use the code you edited, or should I just try with what I have?
I should really try to do something like Pong first before I do something as ambitious as this thread's title...