There's been some discussion about that - about getting extra frames into the walk cycles.
From here:
http://forums.nesdev.com/viewtopic.php?f...90#p128334
Meanwhile, here's some art I did today:
Redrawn sprite animations of Mr. Gimmick (Yumetarō), at four times his original size from the 1992 NES/Famicom game by Sunsoft. (Gimmick! ギミック! Gimikku!)
Wart (Mamu), redrawn at four times his NES size from Super Mario Bros. 2/USA (and Yume Kōjō: Doki Doki Panic).
Birdo (Catherine), redrawn at four times her NES size.
It'll require some tweaking to put different heads on different bodies, but this covers her actions in Super Mario Bros. 2/USA. I've also included some walking and jumping frames to make her semi-playable, replacing the player character in either the original game or Super Mario Bros X.
I've previously drawn a seven-page comic about Birdo, which you can read here:
http://tygerbug.deviantart.com/art/Birdo...-403940810
Full size versions:
http://tygerbug.deviantart.com/art/Birdo...-451915478
http://tygerbug.deviantart.com/art/Wart-...-451915453
http://tygerbug.deviantart.com/art/Mr-Gi...-451915438
Giant size without shading:
http://orangecow.org/art/birdo-sprites.gif
http://orangecow.org/art/wartsprites-1.gif
http://orangecow.org/art/mrgimmick-1.gif
Quote: tepples: How hard would it be to do either of these?
A Watch bytes in RAM to determine a character's state, so that Mario uses different frames in a walk or run.
B Watch bytes in RAM and allow expansion of looping sequences, so that a fundamentally nonsensical 3-frame walk cycle repeating the same side over and over can be expanded further to a 6-frame walk: 3 frames for the left foot and 3 frames for the right.
mkwong98:
It won't be too difficult to do "a" and I think I may do that after I improve the speed of the emulator. Currently it slows down if there are many different tiles on the screen. "b" will be much harder to do because a tile in one frame isn't directly linked to the one in the next frame. Besides that, defining animation frames is not a simple task and so the GUI will need a lot of work too.
tepples:
Watch bytes that control animation cycling, and whenever a certain byte (representing frame number) decreases, switch a certain tile range to a different bank of high definition tiles. Thus you'd end up with one bank for "taking a step with the left foot" and another for "taking a step with the right foot".
From here:
http://forums.nesdev.com/viewtopic.php?f...90#p128334
Meanwhile, here's some art I did today:
Redrawn sprite animations of Mr. Gimmick (Yumetarō), at four times his original size from the 1992 NES/Famicom game by Sunsoft. (Gimmick! ギミック! Gimikku!)
Wart (Mamu), redrawn at four times his NES size from Super Mario Bros. 2/USA (and Yume Kōjō: Doki Doki Panic).
Birdo (Catherine), redrawn at four times her NES size.
It'll require some tweaking to put different heads on different bodies, but this covers her actions in Super Mario Bros. 2/USA. I've also included some walking and jumping frames to make her semi-playable, replacing the player character in either the original game or Super Mario Bros X.
I've previously drawn a seven-page comic about Birdo, which you can read here:
http://tygerbug.deviantart.com/art/Birdo...-403940810
Full size versions:
http://tygerbug.deviantart.com/art/Birdo...-451915478
http://tygerbug.deviantart.com/art/Wart-...-451915453
http://tygerbug.deviantart.com/art/Mr-Gi...-451915438
Giant size without shading:
http://orangecow.org/art/birdo-sprites.gif
http://orangecow.org/art/wartsprites-1.gif
http://orangecow.org/art/mrgimmick-1.gif