Street Fighter II, subtile accurate animation

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This article is the final part of a series about Street Fighter II and the CPS-1. If you read the previous entries, it is now abundantly clear that the machine running Street Fighter II can only manipulates tiles made of 16x16 pixels. Not only this implementation makes the animation choppy, it also creates a feeling of inaccuracy that present the mechanics of the game in a poor light. Poking in the game sheets reveals how Capcom programmers made it work smoothly. We can see not three but twenty tiles being used showing that a lot of problems can be solved by throwing RAM or storage at them.

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