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411 समाचार
Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikibooks

Super NES Programming/Multijointed Sprite Bosses

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Multi-jointed bosses are an efficient, but rarely used, technique to animate cool looking bosses. Unlike most bosses where the entire boss is one sprite, with multi-jointed bosses, every body part is an individual sprite that rotate around each other. Here is how to program a simple robotic arm: 1) Draw the sprite for the shoulder, upper arm, elbow, lower arm and hand at 16 equally spaced angles. 2) Now you need to define 10 registers: a) shoulder angle b) elbow angle c) shoulder angle key frame d) elbow angle key frame e) shoulder x f) shoulder y g) angle h) amplitude i) result x j) result y 3) Write a routine that converts between polar coordiantes (angle,amplitude) to rectangular coordinates (x,y). 4) Write a routine that displays a sprite with the center being defined by resulting rectangular coordinates, with the angle being used to determing the sprite's attributes. 5) Write a routine that increments the shoulder and elbow angles towards their coorisponding key frame angles. 6) Now put all this together in one big routine: - The bosses AI determines the key frame angles and shoulder coordinates. - increment the shoulder and elbow angles towards their coorisponding key frame angles. - copy shoulder coordinates to result coordinates - copy shoulder angle to angle - display 16x16 shoulder sprite - set amplitude to 24 pixels - convert between polar to rectangular coordinates - display 32x32 upper arm sprite - convert between polar to rectangular coordinates - display 16x16 elbow sprite - copy elbow angle to angle - convert between polar to rectangular coordinates - display 32x32 lower arm sprite - convert between polar to rectangular coordinates - display 16x16 hand sprite