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I finally figured out a work around to one of the biggest limitations of dynamic animation engines

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For me the biggest issue was having one meta-sprite per object, and if I needed more than one (such as a rotating fire stick in Super Mario Bros), I would have to set up an entire network of objects. This is because it can't draw sprites to OAM inside the object AI routine, because the AI routine has no way of knowing what the dynamic animation routine will do afterwards.

I think I found a solution to this problem. Have a list of sprites or meta-sprites drawn onscreen, but instead of storing the actual animation frame number, store a pointer to the memory address that stores the animation frame number. That way an object can duplicate itself as many times as it wants onscreen inside the object's AI routine without the dynamic animation routine interfering with the timing of animation.

Statistics: Posted by psycopathicteen — Tue Jun 18, 2024 1:09 pm — Replies 0 — Views 105



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