The segaCD vector chip can transform and deform a bitmap but it is not used to draw flat polygon. In fact it's better to directly do texturing

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Silpheed's one of my favorites. I have a friend who had a copy with me, so I got a lot of fond memories of it circa 1993 or whenever it came out. Love the music of level 5. I can hum it right now. No, I could never beat that last boss, but my friend could. I used a cheat to see the ending, rationalizing that I had seen all the final boss (stage) had to offer fair and square. I think Silpheed is a good example of how good artistry masks technical limitations. In the hands of most developers, the FMV backgrounds would have looked bad (Novastorm) or just wouldn't have provided a great experience (Star Blade), yet Gamearts knew what they were doing, and the illusion was almost seamless. I love that game!TmEE co.(TM) wrote:Silpheed is very impressive (I even have original CD but no MCD). Background is FMV for sure, sprites and stuff I'm not very sure if they're generated by MCD 68K or MD 68K. Who has beat that game ? Last boss is difficult (damn, off topic...)
I just looked at duke nukem and it do exactly same thing as I explained above ... It rank tiles from top to bottom and set a bias of 4bytes between each byte write (it drops the first 4bits) so it renders vertical lines at fullspeed.If you render your 3D or scalling by software and per horizontal line, no need DMA fill, just use my method (you'll get 90° reversed picture) to render at fullspeed without making a mad BMP2Tiles calculus... that is the trick.
Some questions, i though the DMA was only capable of transfering word, can it do bytes transfert ? can we choose byte or word for VRAM (depending of the dest address A0 value maybe) ?Fonzie wrote:I just looked at duke nukem and it do exactly same thing as I explained above ... It rank tiles from top to bottom and set a bias of 4bytes between each byte write (it drops the first 4bits) so it renders vertical lines at fullspeed.If you render your 3D or scalling by software and per horizontal line, no need DMA fill, just use my method (you'll get 90° reversed picture) to render at fullspeed without making a mad BMP2Tiles calculus... that is the trick.
Since this method renders picture 90° reversed, they also reversed the bmp data in the rom, exactly like i did in my mode7 demo
Unfortunately for duke, I think they made two mistakes:
-They are not using "half" render trick like Bloodshot/Toystory (it would have required to display sprites using genesis VDP sprites). But the wall rendering is actualy 2times slower than it could be.
-They use 320px width mode, so they don't take advantage of the "TV stretch" of the 256px mode.
Bah, its easy to say "they made mistakes"... But that was just my input.
I slightly examined all raycasting games on SMD some time ago, and interesting thing is that Bloodshoot uses same trick. Up/down halfs just slightly alters by different palettes (for example, skull on first door is just palette change).Stef wrote:The 3D level of Toy Story is the most impressive imo. I do want to examine that game :p
The main trick is that they only render half of screen and use vertical flip for the other part, anyway, this is still quite impressive :)