| yoshiman Member Level: 23 Posts: 6/95 EXP: 67012 For next: 711 Since: 12-21-07 From: London, England Since last post: 13.2 years Last activity: 12.9 years |
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| I'm surprised how the animations are handled in SM64, there is the Peach animation stored in memory when outside the castle; she claps her hands and pats something. There are 100 frames to this animation, and many different movements for each frame so the whole animation takes up a fair amount of memory. First of all there was translation and rotation of Peach, and then the rotation of Peach's hair, dress and arms. The values look to be integers so that they need only 2 bytes as opposed to using more accurate f/p numbers that would need more bytes. Now for something strange, no surprise that rotating Peach's forearms moves her hands but rotating her upperarms does not so that you can actually split her arms in half! There also seems to be repeated rotations, such as for her hair. I'm guessing that what can be animated about an object depends on how the gfx are constructed. If it were possible to replace Mario with Peach then the animation would have to be adjusted. As Mario does different things, the data pointed to by Mario's animation pointer changes, but surely all of his animations are already loaded in memory? James S. |






Reminds me of this list posted by Kawa-oneechan "back in the days" of the mega SM64 Hacking thread on acmlm. (And let's remind everyone that HyperHacker is the one that started that mega thread).
) Can't say where the other byte comes from though.
