Eh, thats the way people visualize the data because it's convenient, and matches the way it'll be output on screen, but that's not usually the case. The NES uses planar graphics, not chunky graphics, to save space. Where chunky graphics could be literally mapped in a grid, planar graphics must be spread across 2 8-bit bitplanes. This means a 4-color pixel can be represented in 2 bytes rather than 3 bytes.
I understand part of what you are saying but not quite all of it. But that is still interesting. The Genesis uses a chunky format, does it not? But it gets broken up into tiles.
I'll never forget when I first saw the Metal Slug in the arcade on a beach. Watching the attract mode, For a few moments I thought it was some freaking cartoon and that there was no way you get to control that stuff in the game.Well I'm going to go play Metal Slug now after seeing those gifs. I've beaten all of the games up to XX but Metal Slug X was my favorite. Probably because it was the first one I beat.
Eh, thats the way people visualize the data because it's convenient, and matches the way it'll be output on screen, but that's not usually the case. The NES uses planar graphics, not chunky graphics, to save space. Where chunky graphics could be literally mapped in a grid, planar graphics must be spread across 2 8-bit bitplanes. This means a 4-color pixel can be represented in 2 bytes rather than 3 bytes.
Planar graphics work by treating each bit in a byte as a separate component of a binary number that is computed across n number of planes. so like so:
Code:bitplane 1: 1 0 0 1 0 0 1 0 bitplane 2: 0 0 1 1 0 0 1 1
to see the resulting sprite data, you read top to bottom, to produce 8 pixels:
Code:b1: 1 | 0 | 0 | 1 | 0 | 0 | 1 | 0 b2: 0 | 0 | 1 | 1 | 0 | 0 | 1 | 1 Re: 1 | 0 | 2 | 3 | 0 | 0 | 3 | 2
where each number of "Re" maps to 1 of 4 palette colors. This means the two bitplanes must be stored as sequential bytes, represented in hex:
byte 1: 10010010 = decimal 146 = $99
byte 2: 00110011 = decimal 51 = $33
thus, every 8 pixels horizontal is represented as two bytes, and are organized into tiles that are 16 bytes long. Our row of pixels above would be $9933. That would be the data they would be inserting into the binary. If we wanted to make a single tile of the row of pixels above, our sprite data would be $9933 $9933 $9933 $9933 $9933 $9933 $9933 $9933. That's one 8x8 tile.
Metal Slug Team said:Q: What are the 'secrets' to making such smooth sprite animations?
A: That's effort, spirit, guts and concentration! Also anger, sadness and obsession become energy fueling our sprite animations.
Q: How do you maintain such a consistent visual style for the METAL SLUG series?
A: That is because our chief designer had a mental image for the visuals and it was conveyed to the other staff correctly, concisely and clearly. Additionally, we had to redraw the artwork if it did not meet a certain quality. Under some circumstances, he redid the artwork himself.
Q: Who comes up with the wacky enemy designs?
A: The designers were told to just make plan rough animations and images. Basic art and animation moves for the enemy characters were planned and designed mostly by the chief designer exclusively. That is one big reason why you can feel consistency through the series. After the basics were done, they were sent to other staff to add actual movement and animation patterns. In this process too, the impressive looking movements were born.
Wow, that is really bad rotating method.Nearest neighbor itself actually describes the interpolation method. It interpolates the final pixel output using a single "nearest neighbor" pixel to a considered pixel. This produces a minimal amount of noise (you get 1 final pixel for every pixel considered) but you still interpolate your data.
What I was saying is that there are numerous ways to rotate, including ways that don't interpolate at all. The problem with doing that is your rotated image produces holes when doing this:
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This type of artifact is called Speckling. And it might be acceptable in certain situations. Really, the result of your rotation depends entirely on method and the method depends on the needed speed and accuracy.
I'm not talking about in the game engine, I'm talking about during the animation stage.Very obviously not so. The only thing on Huge Hermit that is layered are the effects such as the water and blast. There are no layers on the other enemy objects (for their idle animations anyway). You're welcome to go through Huge Hermit's VRAM data which I've conveniently uploaded here and here, but having used that myself to piece together those animations, I can tell you it's not.
An example of something that does use layers though is the Ohumein-Conga's attack animation, which has a layered arm.
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Also the Huge Locust's grabbing attack, which requires certain parts to be drawn overtop.
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EDIT: Also like a million other people have said, the NeoGeo can't do sprite rotation.
Cool vid, and so damn 90s! On the other hand, it reminds me just how ahead of the time NIN was.
iirc only Utan does that. The other monkeys that are alts of the playable characters don't have particular idle animations.lol never knew he pulled out a penis. Does the female monkey do the same?
Disclaimer: I know nothing about this.
But regarding the bolded - do you mean bits instead of bytes (or did you mean 4-color pixel row)?
And couldn't a 4-color pixel be represented as packed pixels with no wasted bits as well - 2 bits per pixel, in your example Re: 01001011 00001110 = $4B0E?
It's one thing presumably doing this sprites with a mouse, but a ball-rolling mouse.
And also the shading process must of been insanely annoying to animate.
In case no one posted this yet, here is a direct link to the official NeoGeo Programmer's Guide from SNK in English containing official technical info including about dev tools used. From hardmvs.com.
See around page 91 - 93. Character creation was done on a PC 9801 and undoubtedly done by hand. Editing tools were nothing as powerful as modern PS or whatever.
Here is a (very old and blurry) photo of an actual SNK employee using the NeoGeo dev system (from http://www.neohomebrew.com/neo-geo-development-hardware.php):
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How are the Metal Slug ports on Steam?
How are the Metal Slug ports on Steam?
One of the first games I bought for the Wii was Metal Slug Anthology. Now I feel like a dumbass for getting rid of it.
Nobuyuki Kuroki said:I used the SNK original tool at that time.
The name of the tool is called Art Box.
The Art Box is the origin of all graphic images of NeoGeo games.
This image is an animation pattern of Rock, B. jenet and Tizoc.
It was arranged by Art Box
I created Tizoc with Mr. SoeSoe and other artist.
Talent and work
nice contribution man, way to go.
How are the Metal Slug ports on Steam?
This is so cool... thanks for the link!Here's the video where the Art Box shots came from. Shows the sprite artists working (and showering?):
https://www.youtube.com/watch?v=K1yyAA1wgDE
Here's the video where the Art Box shots came from. Shows the sprite artists working (and showering?):
https://www.youtube.com/watch?v=K1yyAA1wgDE
Hey, hi everyone!
Can the artbox be dumped into a rom/program or something?
That would be the way to go!
Here's the video where the Art Box shots came from. Shows the sprite artists working (and showering?):
https://www.youtube.com/watch?v=K1yyAA1wgDE
They don't go into huge detail, but it seems like the artist is also working with Art Box as there is a video output to a CRT TV.
Woah this video is amazing. The shower part is hilarious though.
It's weird how limited Neo Geo hardware was but was able to impress through sheer cart size and the effort the artists put into these games.
Most of its functions can be ported. This guy created software to mimic the art box, but it looks like his personal toolset: http://www.culturaneogeo.com/entrevistajeffkurtzeng.htm
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As far as public releases go, here's a sprite manager for the neo-geo. Combined with a graphics editor, it should do the job: http://furrtek.free.fr/?p=crea&a=atarashi
Other tools: http://web.archive.org/web/20060515202921/http://www.neobitz.com/Pages/DevTools/NeoMapEditor.aspx
It could push a LOT of (really narrow and really tall) sprites, but having to use sprites for backgrounds make for a bunch of trade offs. There's some weird design to the hardware. It made porting the games a lot of work because systems like TG16, Saturn, Playstation etc. had very different sprite capabilities than the Neo Geo.
Like all of the past console releases, they are good, but you won't be able to do stuff like overclock the CPU (which makes games considerably smoother) or enable the RGB mask post filter.How are the Metal Slug ports on Steam?
Here's the video where the Art Box shots came from. Shows the sprite artists working (and showering?):
https://www.youtube.com/watch?v=K1yyAA1wgDE
That's a background of a first level of the Bitmap Brothers' game Gods. I wonder if that guy is porting it to NeoGeo as a homebrew project?Most of its functions can be ported. This guy created software to mimic the art box, but it looks like his personal toolset: http://www.culturaneogeo.com/entrevistajeffkurtzeng.htm
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