you ever run into a tech problem that feels actually fucking impossible to solve properly, but somehow old SNES games managed to do it, so you know that not only is it not impossible to solve, but should also be pretty easy if hardware that old could manage it
It seems like maybe the characters themselves are broken into objs where the top and bottom half are on different layers (it has been so long I embarrassingly don't remember if this is possible)
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i think this was just a quirk of the hardware, they rendered in scanlines instead of one-object-at-a-time
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Oh yeah, you could have an interrupt set to fire on each scan line and change the draw order then. So that would work, too.
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I'd say you can bet on this. Makes it far easier to draw/sort (i.e. body below "foreground", head above "foreground"). As far as I remember, SNES sprites/objects had to be rectangular (8x8 up to 64x64), so doing those characters 32x32 seems like waste of memory.
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Actually I remember Secret of Mana using a similar trick for semi-transparent water. Just compare how deep the player characters are in the water. It's not consistent. It's simply "everything below their head", no matter how big they actually appear:pic.twitter.com/YHn6EXwuPL
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This is the case. In fact every character has 4 objs, two for the upper part and two for the bottom part. And the top 2 have different priority than the bottom two.
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Actually on closer inspection, it's 6. There's an extra two on top, which on short characters are transparent but on high characters contains pointy hair, hats, etc.
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