It was a real tour-de-force at the time to make so much of the screen move. What made the machine stand out was the sheer volume of tiles it could manipulate per frame, reported to be in the vicinity of 256. It has no rotating or scaling capabilities. This approach gave considerable freedom to the artists who proceeded with designing "objects" of arbitrary sizes and shapes.īesides a few basic operations such as horizontal and vertical flipping, the CPS-1 cannot alter tiles. In Street Fighter II, tiles are combined to make character poses. The OBJ layer is built via 16x16 units called "tile". ![]() If it still embraced the concept of layers, the CPS-1 abandoned the constraint of rectangular sprites. Among its many innovations was a powerful graphic rendering pipeline. Introduced in 1988, the CPS-1 (a.k.a CP-System at the time) was Capcom unified arcade platform.
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