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Post by Lost Monkey on Dec 6, 2018 16:49:54 GMT
Does anyone know of any rolling ball physics in a PC Engine game? I am not talking about Be Ball type rolling, but rather a side view of a ball rolling down and up slopes with appropriate acceleration. I guess the pinball games would be the most obvious example, but I am looking for something like the boulders in Yoshi's Island.
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Post by gredler on Dec 6, 2018 18:20:38 GMT
Someone with more knowledge would need to correct me, but I'll chime in to get the conversation started. I believe sprite rotating would be possible but taxing for the PCE in the overall scope of a game design. I think you could do it, but if it were an element of a level rather than the entire focus of the game it would be more cpu consumption that it would be worth, so you would be best off programming the physics/motion and use the output of that (velocity) to control a sprite animation to make the ball seem like it's rotating. To actually rotate the single sprite is possible but would require more cycles than the payoff of having a single sprite rotating vs an animated sprite. Legendary Axe's rolling boulder enemies are probably the best example of what I am talking about, youtu.be/h456P9RyTA8?t=282The example you posted, yoshi's island, I believe uses the SNES's hardware rotation capability to rotate the boulders. The PCE would require you to do all of that math in the same cycles running the rest of the game, where the SNES in this case has hardware designed to handled sprite rotation that is being used here. Like I said to start though, this is an ignorant artist speaking and I look forward to hearing a programmer's response
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Post by Lost Monkey on Dec 6, 2018 18:52:37 GMT
Someone with more knowledge would need to correct me, but I'll chime in to get the conversation started. I believe sprite rotating would be possible but taxing for the PCE in the overall scope of a game design. I think you could do it, but if it were an element of a level rather than the entire focus of the game it would be more cpu consumption that it would be worth, so you would be best off programming the physics/motion and use the output of that (velocity) to control a sprite animation to make the ball seem like it's rotating. To actually rotate the single sprite is possible but would require more cycles than the payoff of having a single sprite rotating vs an animated sprite. Legendary Axe's rolling boulder enemies are probably the best example of what I am talking about, youtu.be/h456P9RyTA8?t=282The example you posted, yoshi's island, I believe uses the SNES's hardware rotation capability to rotate the boulders. The PCE would require you to do all of that math in the same cycles running the rest of the game, where the SNES in this case has hardware designed to handled sprite rotation that is being used here. Like I said to start though, this is an ignorant artist speaking and I look forward to hearing a programmer's response Yeah - the sprite would definitely have to be animated. That Legendary Axe vid displays that nicely (sprite animation)- but what it doesn't show is the acceleration and deceleration due to slope.
I love how the boulder *pops* into the air on the death blow though.
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Post by elmer on Dec 6, 2018 20:47:05 GMT
The example you posted, yoshi's island, I believe uses the SNES's hardware rotation capability to rotate the boulders. The PCE would require you to do all of that math in the same cycles running the rest of the game, where the SNES in this case has hardware designed to handled sprite rotation that is being used here. I really don't think that those boulders are SNES Mode7, they just look like animated sprites. The big give-away (apart from the lack of jiggly pixels due to Mode7 math), is that there are multiple boulders/flowers rotating in some parts. There's nothing there (in the main foreground layer) that we couldn't do on the PCE in an SCD game (because you'd need a bunch of RAM to store the dynamic maps). The boulders are using tags in the collision layer to adjust their fixed-point speed/rotation, and aren't running real physics. The give-away for that is seeing the boulders getting stuck in V-shaped bits of the background and just moving back-n-forth in a loop.
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Post by Mathius on Dec 7, 2018 2:38:54 GMT
I'm not sure if any Super FX games used any Mode 7 at all and even if they did Mode 7 is only good for a background plane, not sprites as mentioned above. The base SNES was just as limited (in my limited knowledge) doing single sprite manipulation as the MD or PCE. But for all I know the FX2 could maybe do sprite rotation on par with a System 16 board, so take anything I say with a grain of salt.
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Post by Lost Monkey on Dec 7, 2018 13:07:39 GMT
Bonk's Revenge is another example, but again the boulders don't seem to accelerate, they seem to move at a fixed pace. I like how they bounce though.
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Post by Arkhan on Dec 19, 2018 20:37:37 GMT
If you want "physics" just used fixed point math to increase the speed so you have more control over the increase/decrease to get those more natural-looking slowdown and speed ups.
Atlantean uses that for the way the player moves. If you just combine that with basic slope movement, you're probably going to get what you want.
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