Improving animation engine
It has come to my attention to make an improvement over my Gunstar Heroes animation routine, after my current routine has been a pain to work with. My old engine required every animation frame to stored as either a 64x16 or 128x16 chunk of sprite patterns, which made it difficult to add sprites to my game, due to manually compressing every sprite image in my game.
So I am implementing variable slot height, so the sprites in ROM can actually look like they do onscreen, instead of a jumbled mess of 16x16 and 8x8 patterns. It would then be possible to write a routine to automatically generate the ROM addresses of an animation, without using pages of look up tables.
So I am implementing variable slot height, so the sprites in ROM can actually look like they do onscreen, instead of a jumbled mess of 16x16 and 8x8 patterns. It would then be possible to write a routine to automatically generate the ROM addresses of an animation, without using pages of look up tables.
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