LOst, on Dec 19 2005, 12:38 AM, said:
Hivebrain, on Dec 19 2005, 08:11 AM, said:
LOst, on Dec 19 2005, 04:19 AM, said:
EDIT: Still, how did they add the ball behind the rings counter? If it was added by the ad people?
The ad people could have added a second rings counter, on top of the ball and existing rings counter.
We do need a higher quality video, if we want to be sure whether or not it's real.
Remember that this is a PAL capture from Sonic 1. Making pixel masks is almost impossible. Try doing it in Photoshop, and you have to make alpha masks, and still it will look wrong.
While I think it's a too farfetched idea that the red ball was edited into the footage (why would they bother to make the ball not overlap the platform and the counters?), it would be nice if
one person (eg. LocalH) contacted the guy and asked for a better rip or something.
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Time to do the Sonic math to see if this is possible. Imagine the diamond is always 16x16 pixels big, even when rotated. That means 4 cells per frame. 16 frames per rotation. 64 rotation states (90 degrees).
4 * 16 * 64 = 4096. That's 150% of VRAM. Remember that the level art takes 46.8% of VRAM, and SAT, HSCROLL, and SCROLL A/B must fit VRAM too.
Or let say this is animated pattern just like the big ring. Uncompressed pattern takes 32 bytes per cell. 32 * 4 * 16 * 64 = 131072 bytes or 131 kb. That's 26% of Sonic 1's ROM size.
You are welcome to correct my math if needed.
You'd just need to update the diamond, and only when it reaches the sides, so it wouldn't need that much space. Also, the diamond might be a 16x16 sprite, but made with 4 parts that can be flipped and mirrored.
To sum up, you'd just need to rotate an 8x8 part of a diamond, plus those (two?) frames for the diamond when it disappears from one side, which could be just mirrored when it appears from the other side.
But anyway, I'm sure there must be a much easier way to do it...
From what I see in the footage, the diamond may only have three different animations: horizontal, diagonal and vertical, just like Sonic, so it might be even possible to load all of its graphics directly into the VRAM. In the video you can barely see how the first time it rotates it goes horizontally, the second time it goes from the top-left side to the bottom-right position of the ball, and the third time it starts on top of it but then (once it reaches a certain angle) it changes its vertical movement for the diagonal one and goes again to the same place at the bottom-right.
And by the way, I think this object just "pulsates" the same way as the round shine of the wrecking ball: one frame you see it, one frame you don't (see pic).