That wavy effect
Moderators: BigEvilCorporation, Mask of Destiny
That wavy effect
That wavy effect that you see in the lava level of Thunderforce 3 and when you warp in Landstalker (with the magic trees), that was a hardware effect, right? What was it called?
VDP can scroll horizontally Planes of raster and even single lines, it has HSRAM for it. To make "veritcal sine" effect ("underwater") you should set VDP HScrolling mode to Single Lines and to write into HSRAM numbers which represents template of sine, for example:
0 1 2 3 4 4 5 5 5 5 4 4 3 2 1 0 -1 -2 -3 -4 -4 -5 -5 -5 -5 -4 -4 -3 -2 -1 0....
Using both HSCR and VSCR you can get effects like rotating (title screen of Jungle of Book) and even more impressive (using of "Black Box" item in Shining in the Darkness).
0 1 2 3 4 4 5 5 5 5 4 4 3 2 1 0 -1 -2 -3 -4 -4 -5 -5 -5 -5 -4 -4 -3 -2 -1 0....
Using both HSCR and VSCR you can get effects like rotating (title screen of Jungle of Book) and even more impressive (using of "Black Box" item in Shining in the Darkness).
What about the MZ-700 version of Space Harrier?
http://www.youtube.com/watch?v=cs-4Zu0DN2g
It says it's just text rather than graphics. Like that game Shoot'em by Tringi
http://www.mx-3.cz/tringi/www/langen.ph ... &submenu=1
but I don't get how text is different from graphics. Isn't text just another kind of graphic? like isn't an "A" or a "U" or any other letter a sprite or some kind of picture?
http://www.youtube.com/watch?v=cs-4Zu0DN2g
It says it's just text rather than graphics. Like that game Shoot'em by Tringi
http://www.mx-3.cz/tringi/www/langen.ph ... &submenu=1
but I don't get how text is different from graphics. Isn't text just another kind of graphic? like isn't an "A" or a "U" or any other letter a sprite or some kind of picture?
This is pseudographics - whole characters in hardware text mode used as single pixels (colored space is character too).stalepie wrote:What about the MZ-700 version of Space Harrier?
Tilemaps, i.e. background layers on game consoles are actually evolution of the hardware text mode. The difference is that they have more colors per character, often has more than 256 characters per cell, palettes, hardware scrolling.
SMD background layers probably are evolution of the text mode on the TMS9918 video controller (MSX1, ColecoVision, and some other very old computers) from 1979.
Hardware text mode came from very old times, from early video terminals. At the time, RAM was very expensive, so it was not possible to have framebuffer with bit per every pixel of raster. Instead, ROM was used to store all needed characters, and RAM was used only to store number of the characters. So, if you need 80*25 screen of characters 8*8 pixels, you only need 2K of RAM and 2K of ROM (set of 256 characters), instead of 16K of RAM.
http://shop.ebay.com/?_from=R40&_trksid ... Categoriesmic_ wrote:what a gigantic mess.. I guess it's cool from a "Hey look what I can do on this crappy machine" point of view, but it looks unplayable. I hope noone ever payed money for that game.
Damn it!