Transition effects between levels, do you know more?

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Miquel
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Transition effects between levels, do you know more?

Post by Miquel » Sun Jun 25, 2017 8:30 pm

To make passage between levels softer usually some effects are used. Currently I'm using:
- Fade In/Out black
- Fade In/Out white
- Fade In black very slow for main character dead

Do you know more effects which make this transition more enjoyable while using just a few tiles?

Currently I'm thinking of using the pixel scroll capabilities to do some kind of warp, but really I don't know how exactly to do it.
Also, using the window to wipe out the screen some how.

Any suggestions?
Are you talking about the "monolith"? I'm in communications with them, just tell me the question or ask yourself. If it's about it's movement: yes it really moves, but at a tremendous speed! From the Sun to Jupiter in less than 2 seconds!

cero
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Re: Transition effects between levels, do you know more?

Post by cero » Mon Jun 26, 2017 8:07 am

Lots of effects possible when you write black priority tiles on plane A or window. Just from left to right one row at a time, a dithered wave, spiral...

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Re: Transition effects between levels, do you know more?

Post by Natsumi » Mon Jun 26, 2017 11:20 am


Miquel
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Re: Transition effects between levels, do you know more?

Post by Miquel » Mon Jun 26, 2017 5:08 pm

cero wrote:Lots of effects possible when you write black priority tiles on plane A or window. Just from left to right one row at a time, a dithered wave, spiral...
This is in mid game, both planes are used with their priorities mixed up. The window can be reused with no problem, but if you touch priorities of tiles of any of both planes the screen will lose coherence.
We have no palettes to spear, having only 4 is really the weak point compared to SNES. I suppose, then, this involves changing palette in mid frame, which is doable since involves only one exception. If, in the mentioned exception, we wait for the next hblank, ¿is there enough time to change the full palette, all 15 colours?
Are you talking about the "monolith"? I'm in communications with them, just tell me the question or ask yourself. If it's about it's movement: yes it really moves, but at a tremendous speed! From the Sun to Jupiter in less than 2 seconds!

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Re: Transition effects between levels, do you know more?

Post by Sik » Mon Jun 26, 2017 11:36 pm

Worth nothing that Sonic VR ends up with a lot of CRAM dots at the transition line.
Sik is pronounced as "seek", not as "sick".

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Re: Transition effects between levels, do you know more?

Post by Miquel » Wed Jun 28, 2017 1:39 am

Sik wrote:Worth nothing that Sonic VR ends up with a lot of CRAM dots at the transition line.
I think it's dealing with the original water change color code all the time and when Sonic moves fast fails big, but in the level transitions (when is really needed) all works well, I can't see artefacts.
Are you talking about the "monolith"? I'm in communications with them, just tell me the question or ask yourself. If it's about it's movement: yes it really moves, but at a tremendous speed! From the Sun to Jupiter in less than 2 seconds!

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Re: Transition effects between levels, do you know more?

Post by Sik » Thu Jun 29, 2017 1:33 am

The CRAM dots do show up in BlastEm, across the whole line =/

Did anybody try this on real hardware? (assuming it even works) Although I'm not sure which mapper it's using.
Sik is pronounced as "seek", not as "sick".

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Re: Transition effects between levels, do you know more?

Post by flamewing » Thu Jun 29, 2017 1:39 pm

It uses the SSF2 mapper. I think it was tried in real hardware and it worked, but I am not sure anymore.

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