How are sprites rendered on the SNES?

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tepples
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Re: How are sprites rendered on the SNES?

Post by tepples »

Espozo wrote:One thing I've always been interested in seeing though are sprites being "layered" over each other in real time, like if you had a game with character customization where you could add accessories to your character that use the same palette.
There's one for Famicom called Cocoron. I didn't mention it earlier because in a high-sprite-bandwidth system like the Neo Geo or GBA, each body part would probably be a separate sprite. (The music of its character builder inspired the music of the first level of Eversion.)

But even on a system with as much 2D oomph as GBA, some donkey-hat will want to render a polygonal player character in software, as in the Tony Hawk games.
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Drew Sebastino
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Re: How are sprites rendered on the SNES?

Post by Drew Sebastino »

tepples wrote:But even on a system with as much 2D oomph as GBA, some donkey-hat will want to render a polygonal player character in software, as in the Tony Hawk games.
Wow this really looks god-awful:

Image

If they where really that tight for polygons, they really should have just made all the characters scaling sprites, so it looks like Doom or a less god awful looking 3D GBA game (ofcourse, there's less that needs to be rendered here though)

Image
tepples
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Re: How are sprites rendered on the SNES?

Post by tepples »

Espozo wrote:If they where really that tight for polygons, they really should have just made all the characters scaling sprites
It's space-prohibitive to prerender all possible characters in all possible costumes doing all possible skateboard tricks from all possible angles, even if they can be shrunk in hardware. It's not like classic skateboard games such as Skate or Die that are limited to just a couple characters each with one costume doing a small number of tricks from the side view and its flipped view.
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