Using this account until I get things sorted out with the other one.
I heard there is some development in animated textures and an interest in an inferno match over at NMZ.
Well, firstly, the theory they use are the same addys I use to create alternate colors on objects linked to one another (different ring posts, pads, etc.). They are actually pointer addys for the graphic's "DNA" so to speak. A string of about twenty 16-bit values linked together to create the specific texture.
Though most people are familiar with pointer value style 8024 940C, this drops the 80 in the beginning and would be read in the memory : 0024 940C. But, it will still point to the 8024940C addy.
These same types of "DNA" is what I used to create the more realistic People's Elbow taunt.
But, back to the main reason I made this post... an inferno match in 5 (maybe 6) easy steps.
Inferno Match by Blitz64
Replace : Cage Match
Step 1 : Flame tanks
This is more of an aesthetic than an actual necessity for the match. Flames can't float in the air, and shouldn't be placed directly on the ring apron. So we're going to put a cylindrical tank around the ring.
A V-shaped pipe will connect the main tanks to the ring posts, making the structure look more solid, rather floating.
Step 2 : Flame Shaping & Placement
The flames will need to use a two sided polygon (ex. barricade) to keep a low code length in the animation. They will be stretched to be 90-95% the length of the tank. Also, they will be shrunk to a minimal visibility level.
Step 3 : Flame Animation 1
Flames will go through a 16 frame animation.
X0 - 0123456789ABCDEF
All four sides will have the same flame graphics, but starting animations will be on a 5 value offset.
Flame 1 - 0123456789ABCDEF
Flame 2 - 56789ABCDEF01234
Flame 3 - 9ABCDEF012345678
Flame 4 - DEF0123456789ABC
This will limit the visual repetition in the textures.
Step 4 : Flame Animation 2
This will be a minor code, set up based on positions of player 1 and player 2. When they get closer to the ropes, the flames rise higher.
Step 5 : Player Actions
This will be only to limit the actions a player has in leaving the ring.
Step 6 : Winning Actions
The winning activators should be set up for when P1/P2 is in special, and not available at any time.
Another alternative will be when your opponent is in "Losing It" or "Danger".