Don't you just love it when Sega Genesis does something like rotation or scaling. It doesn't have hardware that can do it but it can do it anyway. It's like the Sega Genesis can do stuff it can't.
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Don't you just love it when Sega Genesis does something like rotation or scaling. It doesn't have hardware that can do it but it can do it anyway. It's like the Sega Genesis can do stuff it can't.
"Street Racer", "Mickey Mania", "Contra: Hard Corps".
Target Earth!
Sonic 3D Blast (Axelay effect... even though that's not Mode 7).
Ranger X, Gunstar Heroes, Vectorman, Adventures of Batman and Robin. (That last one had godly effects during the forward/back scrolling Mad Hatter stage.)
Most of the top-notch graphical powerhouses on the system had Mode 7-ish stuff at one point or another.
Woops. Guess that strikes out "Mickey Mania" and "Contra: Hard Corps" then.Quote:
Originally Posted by Joe Redifer
I think all of the Genny graphical powerhouses did scaling/rotation via that........scanline thingy that was a close approximation of Mode 7 but not quite (you could see the "choppiness" and shimmering of the rotation).
Red Zone.
Even has some FMV-like animation in the intro.
Wacky Racers though I don't think it was released. I only have it on rom. Or maybe it was at least according to Wiki. I'm sure someone here will know
AfterBurner II has very nice "software scaling".
Also, in M.U.S.H.A, the crevace level where destroyed enemies fall into the abyss.
http://www.gamesetwatch.com/3.10.jpg
Road Rash series, duh
Skitchin'
Toy Story (in one stage)
Booo! Get out of here with that software scaling!
Er, isn't it all software scaling? Or maybe that's the point. Tech jokes, hurr hurr, they go over my head. :p
Can't any smart tech guy tell me what of these games have real scaling and rotation, and not pseudo stuff? Thanks.
Isnīt ALL scaling on MD software-scaling? I mean, the MD has no chip inside made for such stuff, so it must all be done through software-tricks.
James Pond 3 uses some effects
I am no tech guy but Wacky Racers does look pretty damn good with the rotating. It is the only thing I have seen that looks like real rotating to me. I would post a youtube link of it but the only one there is rather painful to watch thanks to the narrator.
If you look closely at Wacky Races you'll notice that it's not real rotation; when you turn left and right the rendered lines rotate but the polygons/spites/whatever they are that make up the track don't. Once you notice that it's kinda hard to un-notice, which ruins it for me.
True but it still looks closer then anything else. I can not think of any other examples that look better. It is obvious it is a trick but it the closet that I have seen that came to Sega's promised software rotation.
Uh, Red Zone has "real" rotation, as far as I can tell. I'm not sure how they did it, though.
Red Zone is pretty clever and it is rotation, but it's not pixel rotation. It rotates in tile increments (the tilemap entries). That's like rotating in a 32x32 pixel viewable window, coming from a resource prospective. The dithered colors for the tiles that make up the texture are dark and hide 'low res" of the viewable area. The other items on the map are sprites. Looks like on layer of the BG has the "textured" tiles and the other layer has a series of tiles for clipping (like the water line). Really clever.
Doesn't Yu Yu Hakusho have scaling effects when the characters jump from plane to plane?
its all software, you can't use HW tricks on Sprites... at least not easily and have such effects.
BTW, in the game Alien Soldier all of the enemies' body parts look like rotating sprites, but they're moving smoother than normal. Does anyone know how that was done?
My guess is that some of the sprites are rotated in real time, while all the rest are rotated before boss fights begin, and fill up the entire v-ram and ram with prerotated sprites in all of their angles.
whatever they did is really really impressive.
Well, there's good software scaling/rotation, and then there's bad, cookie-cutter software scaling/rotation like with the titles I had mentioned earlier. Unfortunately the latter, more lazy kind was more prevalant on the Genesis.
You can prerender the rotation/scaling into frames in main ram, then transfer them to vram when needed. Any sane developer wouldn't waste time trying to rotation parts/sections when you can easily build out the necessary frames and store them in ram (as opposed to wasting rom for all the frames). The Genesis his a nice chunk of main ram for these type of things ;)Quote:
Originally Posted by dragonboy
Wacky Racers fake mode7 was pretty cool. So what other games? Target Earth scaling/rotating intro logo (thanks to Joe for pointing that out). The scaling ship at the end of TF3.
I think ALL scaling and rotation should be called Mode 7. It's totally logical.
Mode 8 scaling was twice as cool.
That's like saying "Mode 8's Mode 7 was twice as cool" All scaling and rotation is Mode 7. I loved the Mode 7 in Space Harrier. Pixar uses Mode 7 in every single one of their movies. Double click on the title bar of a Mac OS X application and it Mode 7's into the Dock. The Mode 7 in Call of Duty 4 is fairly decent. Mode 7 is, like, so awesome.
I refuse to "Mode 7" my tires every so often.
Rotate them I will do.
Dumb Rusty, they Mode 7 by themselves whenever the cars moves! LOL @ U and ur attempt to Mode 7 the tires urself OMG LOLZ! :)
not all mode 7 kicks ass. The mode7 on PC is 320x200 16 color 8 page EGA mode where there's no scaling and rotation :)
hahaha..Quote:
Originally Posted by TmEE
Mode 7 how lame, I can't believe that was considered an advantage for the snes over the megadrive, I personally thought it sucked so bad, It was like that character you were moving was walking on top of really lame paper, with an absolute lack of detail.. I just thought it sucked, banging into walls because they were really smudgily and poorly painted onto the ground, no thanks for me anyway... Best of not trying to get too ambitous..
I agree, Mode-7 was retarded.Quote:
Originally Posted by megabomberman
You lost me at not all mode 7 kicks a**.Quote:
Originally Posted by TmEE
Mode 7 is just a video mode the SNES, Nintendo could have slapped any number on the mode, as it only refers to a video mode of the SNES.Quote:
Originally Posted by trekbone87
excepting Super Mario Kart and other games where it was implemented extremely well, I never liked mode 7 all that much either.
It just seemed like Nintendo was that kid on the playground standing on his hands and screaming " hey guys, look what I can do!!" Looked neat, but served little purpose. In the end, we all moved on with our lives.
That being said, Sega didn't NEED games with mode 7 like effects because it was just that cool.
Where they needed to slap a on cart processor, Super Mario Cart and Pilot Wings used a DSP-1 in the cart. So the SNES couldn't even do much in mode 7 when stock.Quote:
Originally Posted by Sticky Note
I didn't know that! This site is quickly eroding my respect for the SNES hardware. What exactly could it do without add-ons? (even though this is fringing into off-topic territory)Quote:
Originally Posted by Psy
And you know this specifically because? Heh- everyone's an expert :p (I give up). Misinformation and lack of understanding is like wildfire on the internet.Quote:
Originally Posted by Psy