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/vr/ - Retro Games

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>> No.3078478 [View]
File: 438 KB, 500x500, 1452982192490.gif [View same] [iqdb] [saucenao] [google]
3078478

>>3078420
Ok, now that I think about it, I think (the SNES is in Mode 1 and) the side view of the vending machines here is done on a separate layer (BG3) than the ground/background (BG1) and vending machines/tables (BG2). HDMA+scroll register updates are used to scroll the sideview and ground in a psuedo-3D manner.

The feet are just graphics loaded from ROM, no scaling/shearing is done by software.

>>3078427
The SNES is is Mode 0 here (4x 4-bit BG layers). The 5th background layer (prolly the yellow wires) is just done with objects (sprites). It's interesting that they did went with 5 layers, but the background is so busy that it fails to make an impact.

The propellers are loaded from ROM like the shoes, one frame at a time. It is interesting to note that the two propellers are at different phases. That means that both propellers have graphics memory allocated for them that is independent from the other. These guys are probably dynamically loaded and unloaded from VRAM when you get close to them. For an individual propeller, only one blade must be in memory at a time, for the second blade is just an HV-mirrored copy of the first.

That they implemented a 3D ray caster level is impressive, ala Wolfenstein, I will say. Haven't seen the Mario Kart level, but something tells me it isn't as busy as the Kart, so no coprocessor needed (which was mainly for vector math anyway)

>> No.2874294 [View]
File: 438 KB, 500x500, 1405272369385.gif [View same] [iqdb] [saucenao] [google]
2874294

https://www.youtube.com/watch?v=qlx3ay8dELQ

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