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Transition effects between levels, do you know more?

Posted: Sun Jun 25, 2017 8:30 pm
by Miquel
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?

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

Posted: Mon Jun 26, 2017 8:07 am
by cero
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...

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

Posted: Mon Jun 26, 2017 11:20 am
by Natsumi

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

Posted: Mon Jun 26, 2017 5:08 pm
by Miquel
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?

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

Posted: Mon Jun 26, 2017 11:36 pm
by Sik
Worth nothing that Sonic VR ends up with a lot of CRAM dots at the transition line.

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

Posted: Wed Jun 28, 2017 1:39 am
by Miquel
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.

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

Posted: Thu Jun 29, 2017 1:33 am
by Sik
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.

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

Posted: Thu Jun 29, 2017 1:39 pm
by flamewing
It uses the SSF2 mapper. I think it was tried in real hardware and it worked, but I am not sure anymore.