Avenue Fighter II, subtile correct animation
Dec 25, 2021
Avenue Fighter II, subtile correct animation
This text is the ultimate a part of a series about Avenue Fighter II and the CPS-1. It is suggested to learn the earlier entries earlier than studying this one.
The issue
For those who learn the earlier entries, it’s now abundantly clear that the machine working Avenue Fighter II can solely manipulates tiles fabricated from 16×16 pixels. Holding this in thoughts, check out this brief phase of gameplay. One thing odd, not possible ought to come to your consideration.
The opponents stamina “well being bar” are animated easily on a per-pixel foundation. How is that this doable?
If the developer had labored with three tiles (one for the “edge”, one for “full”, and one for “empty”), the twelve tiles well being bars would have modified solely in increment of 16 pixels as follows.
Not solely this implementation makes the animation uneven, it additionally creates a sense of inaccuracy that current the mechanics of the sport in a poor gentle. A greater system had for use.
Effective stamina monitoring
Poking within the recreation sheets reveals how Capcom programmers made it work easily. The well being bar tiles are situated on sheet 0x81
.
We are able to see not three however twenty tiles getting used displaying that plenty of issues may be solved by throwing reminiscence or storage at them.
The intermediate states for a tile are all pre-rendered on row OxF0
. These additional tiles enable a pixel good well being bar animation.