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 game that applies exactly the method described in one of [[SNK Patents|SNK's patents]] for animating a rotating sphere or cylinder.
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
File:Wh2earth.gif
All frames

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.