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/vr/ - Retro Games

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>> No.10745237 [View]
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10745237

>>10744878
I do really hope you are perma banned from this board console war shill!

https://youtu.be/vSuyt_SEARI

The Genesis is always processing less information on screen due to its low color palete, DKC could never run in it, not even with the same game logic.

In the first level to DKC, Rare managed to make 4 drawing layers behave like 7 layers of independent parallax scrolling using this trick. And this is the complex type of parallax scrolling.

DKC is full of this kind of tech. Like, on top of chopping up sprites for ROM compression, they also have a few other RLE and LZ77 based compression schemes in the game. They use multiple, because certain points of the game need data quicker than others, and thus multiple compression schemes are needed to wring out every last drop of space on the cart. It does all this without any sort of co processor. In addition to this, there are also impressive line scroll scenes, palette swapping scenes midframe, the works.

DKC is hands down, without a doubt, one of the very most impressive SNES games. It's NOT "just pre rendered graphics," it's essentially a love letter to really deep gritty demoscene programming. The average developer, with an SGI workstation, could not have created DKC. You need to be extremely proficient at demoscene-style graphics programming to pull of a game like that.

And again, unlike lots of these games, NO CO-PROCESSOR. Keep in mind that the systems I'm comparing these types of effects to -- the Amiga, the Sega Genesis -- had an m68000 CPU inside, a far superior CPU to the SNES. In the case of the Amiga, it also had a dedicated co-processor to screen effects. These are tricks for machines with strong CPUs. The SNES's CPU, by comparison, is extremely weak, and thus to pull of these types of software effects quickly, on that CPU, while still running the rest of the game, is honestly amazing.

Also:

https://youtu.be/J4LNM8b9Vg4

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