Subject: [stella] Fu Kung! v0.01 From: "Andrew Davie" <adavie@xxxxxxxxxxx> Date: Wed, 8 Jan 2003 02:59:47 +1100 |
OK, some progress! This demo shows the large sprite system in operation with the 'compression' now functional. The large sprite is actually composed of a matrix of smaller sprites. I've included a frame which makes this re-use painfully obvious. In this case I've used just 6 smaller-sprites to build up the 48 x 64 pixel large sprite. The compression comes from the ability to re-use the small sprites in making the large sprite, and also in not needing to define the blank areas (many frames in my fighting game will have lots of blank small-sprites). The large frame being displayed uses rougly 128 bytes of data. Now that I have the structures and display system functioning properly, I'll move onto the tools which will automatically create the data for this compressed-sprite format. My estimates are that I should be able to scrunch almost 200 frames of animation in, using this system. I'm very pleased with it... and although it's still "nice boxes" (thanks, Fabrizio ;) it is most definitely a fully functioning sprite/compression system - and IMHO a significant step up from what's come before. Cheers A
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