World Heroes 2: Difference between revisions
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[[File:wh2earth.gif|frame|All frames]] | [[File:wh2earth.gif|frame|All frames]] | ||
World Heroes 2 is the only | World Heroes 2 is one of the only games (with [[Fatal Fury 2]]) that applies exactly the method described in one of [[SNK Patents|SNK's patents]] for animating a rotating sphere or cylinder. | ||
It is used for the short earth animation just before the title screen: a flat texture of the earth's surface is mapped in several horizontal sprite blocks which are positioned and scaled to approximately fit in a circle shape. Each sprite's horizontal shrinking is then adjusted and tiles are remapped when they "go out of the right edge". The resulting different scrolling speeds and tile sizes create the sphere illusion. | It is used for the short earth animation just before the title screen: a flat texture of the earth's surface is mapped in several horizontal sprite blocks which are positioned and scaled to approximately fit in a circle shape. Each sprite's horizontal shrinking is then adjusted and tiles are remapped when they "go out of the right edge". The resulting different scrolling speeds and tile sizes create the sphere illusion. |
Latest revision as of 02:07, 9 July 2016
General Info | |
USA Title | World Heroes 2 |
Japanese Title | World Heroes 2
(ワールドヒーローズ 2) |
European Title | World Heroes 2 |
NGH | 057 |
Developer | ADK |
Editor | SNK |
Meg count | 146 |
TCRF page | None |
MVS Release | |
Release date | 1993 |
PROG Board | PROG_4096_B |
CHA Board | CHA_42G_3 |
Protection Chip | none |
MAME romset | wh2 |
AES Release | |
Release date | 04/06/93 |
PROG Board | Unknown |
CHA Board | Unknown |
Protection Chip | Unknown |
MAME romset | Unknown |
CD Release | |
Release date | 14/04/95 |
World Heroes 2 is one of the only games (with Fatal Fury 2) that applies exactly the method described in one of SNK's patents for animating a rotating sphere or cylinder.
It is used for the short earth animation just before the title screen: a flat texture of the earth's surface is mapped in several horizontal sprite blocks which are positioned and scaled to approximately fit in a circle shape. Each sprite's horizontal shrinking is then adjusted and tiles are remapped when they "go out of the right edge". The resulting different scrolling speeds and tile sizes create the sphere illusion.
Another static sprite block is layed on top as a stencil to mask out the corners of the sprite strips.
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15 horizontal sprite blocks of 16 sprites each. The vertical shrinking coefficients are fixed.
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Mask layer, the outside of the circle is black, the center is transparent.