Interesting, where did you find this information. I did not know Master System did pre-rendered scrolling images or video. Especially on its tiny amount of ram/cpu. I was under the impression it used sprites and tiles.
That's a GBA though !
Interesting, where did you find this information. I did not know Master System did pre-rendered scrolling images or video. Especially on its tiny amount of ram/cpu. I was under the impression it used sprites and tiles.
This is on C64, and it's to this day one of the nicest, best animated fluffiest snow falling 2D animations I've ever seen:
Flat shaded polygon rasterizer.A vector, at it's simplest is (x1,y1)(x2,y2). A line basically. Granularity will obviously be beyond any texel, 'polygon' style rendering (with exclusions), but the basis to me will always be all the simple ass shit I did in Turbo Pascal in high school.
Edit: Maybe the best explanation is single tone filled shapes, but that's still a bit wanting.
Yup.Rotoscoping simply means tracing over existent footage. Vector graphics refers more pertinently to flat shaded graphic design (there's more nuance than this, I swear).
Not that old but I thought this water in Baldur's Gate: Dark Alliance on PS2 was awesome.
The Water and the Daokas (portals) in the game were mesmerizing stuff for it's day, 1999. All software based with no GPU support.
Sadly, no gif just youtube:
Keep up with the tread if possible, it's great!
Nah, I'm pretty sure it's all just sprites on top of a mode 7 floor.
Very cute effect though!
I don't see what the island in the title screen is doing that couldn't be done with mode 7 to be honest. Maybe the SFX2 chip is being used for the distortion effect in the logo? I have no idea. :PIt's truly 3D with depth testing and all. Yoshi's Island is one of the rare games to embed a SuperFX2 co-processor.
Yeah, I mean there are polygonal 3D objects in many of the levels, like the spinning cylinders and the falling planks, so I don't doubt the game can do 3D. Those objects don't look anything like what I'm seeing on the title screen though, so are you absolutely sure it's not just mode 7 and sprites there?It's truly 3D with depth testing and all. Yoshi's Island is one of the rare games to embed a SuperFX2 co-processor.
This F-1 thing from 1976 is seriously impressive. Reminds me of the time Sega mounted cameras on RC cars and let people race them via sit down arcade machines
Yeah, I mean there are polygonal 3D objects in many of the levels, like the spinning cylinders and the falling planks, so I don't doubt the game can do 3D. Those objects don't look anything like what I'm seeing on the title screen though, so are you absolutely sure it's not just mode 7 and sprites there?
I got one of those when they launched being blown away by the system and its graphics.
Couple of Amiga titles that really impressed me back in the day:
Elfmania - A pretty crap beat 'em up but technically amazing.
Yeah I'm aware it's a GBA, I was talking about Aladdin on Master System
Yeah, Contra: Hard Corps looks incredible.After the SNES, few genesis games impressed me the same as a typical mode 7 effect... but OH boy with Batman and Contra Hard Corps.
They are both insane.
I guess I really like sprite-rotation.
I thought Shadow Fighter was even better, with the same "ground parallax" as seen in SF2 (and Elfmania) and tons of additional real layers of parallax for the background.
Shame for the horrendous artstyle, these guys' engine could handle an impressive SF2 port minus the # of colours onscreen.
And there's also the music, which to this day I hear playing in my head when it's snowing :D That level is just perfect.I was going to post this! I think it looks better than DKC snow, although it doesn't have the transitions/parallax that DKC does.
the thing that's really impressive about hard corps is that it doesn't have sprite rotation at all - everything that looks like it rotates is made up of smaller bits that orbit and have a few variations for different angles that when put together give the impression of smooth rotationAfter the SNES, few genesis games impressed me the same as a typical mode 7 effect... but OH boy with Batman and Contra Hard Corps.
They are both insane.
I guess I really like sprite-rotation.
I don't see what the island in the title screen is doing that couldn't be done with mode 7 to be honest. Maybe the SFX2 chip is being used for the distortion effect in the logo? I have no idea. :P
The video below shows what happens when the SNES' S-PPU is on the way out. That's just the default chip in the SNES, which is responsible for Mode 7. The Super FX chip is what does the sprite scaling (as the S-PPU could only do background scaling) and in the video below they're fine. So to me that indicates that the island is Mode 7 and the sprites use the Super FX chip.
Even without that it makes more sense from a development perspective to do that as it's a hell of a lot cheaper in terms of time and resource to do
Yeah I'm aware it's a GBA, I was talking about Aladdin on Master System
Sorry for the video, but this is one of the coolest visual effects in games I know, so I had to share.
Atari/Namco F-1 Arcade
mode 7 is only able to scale and rotate one layer. In this scene, the soil of the island is rendered in mode7, but the rest is still rotated, scaled and depth tested.
Exactly. The island soil is a tilemap rendered in mode7 while the sprites are rendered by the superfx into the super nes's video memory.
After beating the game, the title-screen change:
If it indeed uses the SFX2 for sprites, then that's weird, because I have to be honest, I don't see any sprite scaling or rotation in the title screen, never did.
If it indeed uses the SFX2 for sprites, then that's weird, because I have to be honest, I don't see any sprite scaling or rotation in the title screen, never did.
I remember reading about the game when it was in development and one of the reasons it ran so well was, if memory serves, because it only actually used around 8 colours onscreen rather than the usual 32 (I think!). They used the equivalent of cross-hatching/stippling to make up the various shades so it appeared to have more.
On the other side you have the likes of Lionheart that managed to get 1000's of colours onscreen at once, parallax scrolling and also managed to run interlaced in parts.
I was going to say this. I'm almost certain the sprites don't rotate or scale there. Doesn't mean the SuperFX chip didn't process them. Maybe it performs some tricks to make sure they are Z-ordered properly as they spin around the centre?
Yeah probably doing some stuff that isn't immediately obvious.That's actually true, probably just the mind filling in the gaps. The thing is though that you could still use the Super FX to move the sprites around and pass them between the foreground/background layers. Again, cheaper in terms of system resource to offload that to hardware designed to do that kind of thing.
Not that old but I thought this water in Baldur's Gate: Dark Alliance on PS2 was awesome.
Wow!!!I love pseudo-3D effects/sprite scaling and rotation, so this thread is my kind of thing. Here's a bunch of my lesser known favorites that haven't been posted yet:
Ace o Nerae! - SNES (1993):
8 colours..hmm..It uses very few but 8 doesn't sound right.
Per layer maybe ?
Lionheart was incredible.
It was basically using several layers of the infamous Amiga copper effect, masked as to replace selected shades of the colours used for the foreground.
Also on Amiga
Or this
Is it really the first to have cutscenes?
I was blown away when it came out but that would still surprise me.
It was made by Media.Visions, who also developed Wild Arms, the last two Valkyria Chronicles, Digimon Cyber Sleuth, and the Chaos Ring series for Squeenix on mobile.Why is Dorothy dressed like a waifu? Her skirt wasn't close to that short.