3 uses 8x16 sprites, and some of the enemies inherited from the original Super Mario Bros. So 8x8 sprites help diminish this pop-on effect. Sprites entering or leaving have to enter or leave all at once, and this is especially visible on a PAL NES. The NES has no way to put a sprite half off the top of the screen, other than by using a top status bar and hiding sprites in $2001 while the status bar is being displayed. Some very detailed sprite animations are easier to do in 8x8.įor example, 8x8 is more amenable to animating just the legs in an RPG character's walk cycle while reusing the head tiles.Īn overlay to add more colors to a small area, as in Mega Man series, causes flicker on fewer lines.Īnd it's possible to simulate small amounts of rotation by shearing the sprite, moving individual 8-pixel chunks 1 pixel at a time. These might include tiny bullets, puffs of smoke, or puzzle pieces.ĭrawing, say, a 4x4 pixel bullet with an 8x16 pixel sprite would waste pattern table space and increase potential for dropout or flicker on adjacent scanlines. If the majority of your objects fit in an 8x8 pixel sprite, choose 8x8. The NES PPU offers the choice of 8x8 pixel or 8x16 pixel sprites.
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