Friday, July 29, 2016

...and it only took 7 years for me to get around the Super Nintendo's limited VRAM!

Hello, I'm Andy Koenigs.  You may know me as Aaendi or psycopathicteen.  I used to have an SNES development blog, until Google took over blogger.com, and now every time I try logging into my old blog it logs me into my Google account instead.

Anyway, when I get done with my SNES game, I want to try a new system.  Possibly the Sega Genesis just because the system looks a lot easier to develop for.  I also want to learn C, so I no longer have to go a snail's pace.  The only reason I'm still doing SNES development is that I've already got so far with it that I don't want to give up all my hard work.  Plus, I want to see that one final blow to the myth where the SNES can't handle action games without slowdown, or handle multijointed bosses and such.

What I'm glad about is that I finally have an animation engine that:

1)Doesn't limit sprite size

2)Doesn't require letterboxing

3)Doesn't have a fixed framerate

4)Doesn't limit the number of sprites onscreen

and

5)Doesn't required special case exceptions

I still need to convert a couple animated sprites to my new animation scheme, and then get rid of the vestigial/artifact code that I no longer need anymore.  It's still not as processor efficient as it could be, but I have a plan to fix that.  I'll post my code just so other people can use it for their projects if they don't want to start one from scratch.