You could say the same about the curtain too (so it would show like in Jackie Chan), but you're also assuming there were enough free colors to do that. That right there is why they probably just used a flat color.
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This makes more sense for a shaded silhouette. Are there degrees of opacity for S/H?
World of Illusion shouldn't have had such wide elements for sprites to pass behind if it was going to result in that kind of sprite break up. I haven't played the game in a decade. Does that happen on real hardware?
Yeah no doubt they didn't have an extra palette available for one effect, but they might have designed the level around it to free a palette if they really wanted to focus on the effect (probably not going to happen from a rushed design perspective).
That Dynamite Headdy boss is not shadow - it's the same sprite priority silhouette effect we're talking about. Plane B has a darker curtain with the same pattern on it. The visible curtain is made of sprites. Plane B and the sprite curtain scroll up at the same rate to reveal the boss. I suppose it would look similar if done with sprite overlay shadowing, but the rising curtain part seems a lot more complex to do if using shadow.
Edit: Here's a quick gif showing the layers:
https://mdshock.com/wp-content/uploa...tte-Effect.gif
^^^
Thanks guys for clarify this question, this game seems to use exactly the same trick.
https://j.gifs.com/81P543.gif
Speaking of layers.
I always liked how TA used the VDP2 layer for a transparent fog/mist like effect and how they warped it to give the impression of 3D. Just like the clever use to make up for shortcomings
It starts at 50.58 in the video.
https://youtu.be/Txks9hG21qs?t=3053
How this Subterranea water transition effect was achieved? Yeah, i know, it's all about vblank interrupts, but Zyrinx guys added some cool water line volume effect, which probably demands more than one vblank interrupt, considering the screen loads 2 distinct palettes for perform the trick.
https://j.gifs.com/w09O1z.gif
https://j.gifs.com/57n6Zq.gif
I'm guessing it just does 2 palette changes, and varies the height of each change by whatever perspective must be set relative to the camera Y position. Note that the background also has a sine ripple on top of that.
Actually a clever way to get what looks like 3 backgrounds in practice.
Cool, so it's really possible two vblanks interrupts, i have a idea! Using this trick it's be feasible have laser/light beam effects similar to these pics?
http://superpcenginegrafx.net/misc/mpce2.png
http://www.hardcoregaming101.net/wp-...rrican2-11.png
Well with vblank you only get 1 per frame, if you want to change palette between scanlines you want a hblank. And yeah, it would be possible, but then you'd need to take care that the area you are colouring is not sharing palettes with anything any sprites, or else the sprites will change color too.
The biggest problem with palette swaps are the CRAM dots that show up if you're changing beyond a few colors per line. In those examples from Sub-Terrania, only a few colors are swapped, and only 1-2 colors per line if I recall correctly.
If you want to do a beam effect that changes an entire palette's worth of color (or more), you're going to get CRAM dots unless you do something clever. If the background is simple and you only need to swap a few colors to create the beam effect, then it's not as big a concern.
What with the Euro about to be kicking off. I was playing the Amiga and Soccer kid. Sadly, I've long since got rid of my old Amiga 600 and playing on emu.
But I was impressed with the scaling on the ship and the scaling and rotation effect used on the football in the intro (0:26)
https://youtu.be/I78jL9P_AUo?t=26
Nobody here speak about this amazing technical feat reached by Markey Jester Team?
https://youtu.be/qpcQK_RkIrQ
Super smooth bonus stage. Possible real time scaling in Sonic an Tails sprites during spindash and possible real time background rotation.
https://j.gifs.com/nRrZZ7.gif
Vblank pallete swap interrupt with split screen, i really never seen this before in any Genesis game.
https://j.gifs.com/r2R89W.gif
I think I've asked about it in the past and have an idea of how it could work, but I've always loved the vertical split screen in Herzog Zwei.
https://youtu.be/0D4xF9rZI00
I'd like to know how they didn't bog down the 1 Mhz CPU of the C64 with this amazing feat of graphics on the hardware.
https://https://www.youtube.com/watch?v=q2NRKFQRkZw=youtu.be
With classic gaming I think that it's more about understanding how the overall hardware works than brute cpu power.
Great coding is still necessary to do the seemingly unbelievable, but I've seem a lot of homebrew from people still learning how to develop do things that would have been very impressive bitd.
It's 'just' a series of mid-frame palette swaps--changing the color palettes during active display. This will create CRAM dots on the screen if too many colors are changed at once, which is presumably why the border between each screen in Sonic 2 VS has been expanded (to hide the dots). The border on most stages of the original Sonic 2 is much smaller.
You can read more about how raster effects are done here: https://rasterscroll.com/mdgraphics/...raster-effects
And here's an example of Burning Force, which has several palette changes per screen (and doesn't even attempt to hide the CRAM dots):
https://rasterscroll.com/mdgraphics/...ette-swapping/
You mean that rotating background effect and the twists in the 3D half-pipe are done using pallet swaps?
He is talking about water effect.
Half Pipe is made of prerrendered tiles, just as the original Sonic 2, just smoothed taking advantage of more available storage size.
Background looks like a mix of raster effects + tiles.
I wonder if Sonic and Tails sprites are using scaling or just prerrendered tiles too.