Okay, I think I've got just about everything that I need. The main advantage of this type of parallax effect is that you CAN have static stuff overlapping parallax areas. I can't think of any SMS games that use this effect right now, but look at Sword Master or Metal Storm (among many others!) on the NES, preferably in an emulator with a pattern table viewer, to get a better sense of how this works. The basic idea is to rotate the tile graphics to cancel out some of the camera movement, effectively making it seem like those tiles are scrolling at a slower pace. There is another way to implement parallax effects which consists in modifying the tile graphics themselves, rather than the scroll. Here's an example of an effect made possible by mid-screen scroll changes on the SMS: This means you can have scrolling-based parallax effects in-game, as long as no other background elements overlap the parallax areas. This isn't limited to cutscenes either, several games change the scroll mid-screen to move large bosses (drawn on the background rather than using sprites) and the like. I had to actually look on another site where somebody had the same problem and another person had to point out where they were.Ĭlick to expand.You can actually have each row of PIXELS scroll independently, as long as it's the horizontal scroll you're changing, since the SMS can't change the vertical scroll mid-frame. On a less-technical note, is there anywhere that shows common color ramps picked from the Master System's palette? The usual 8x8 square of colors gives some funky optical illusion effects, such as making it near impossible to find the grey colors. Where are those additional colors coming from? Was the "Mid-frame palette swap" thing something used for static images like title screens, or was it something that could be implemented in an actual level? However, the Wiki said that a static image could show a 105 color palette. Second, I've gotten a reference image that shows all 64 colors that the Master System had available. Would a similar trick have been possible on the Master System, or is it a set 16 colors spread between all sprites loaded at once, and such a trick would be ultimately useless? It also says "Mid-frame palette swap allows up to 64 simultaneous colors, 105 color palette (all on screen) possible with static image".įirst, when it says "per pixel/tile/sprite", are we talking 8x8 tiles or 16x16 tiles? Late NES games (such as Darkwing Duck) did a sneaky trick where they would overlap two sprites together to create a single character and thus get away with things like using more colors than normally possible on Darkwing himself. Looking on the Wiki, it states that the Master System can do "up to 32 simultaneous colors (16 for sprites, 16 for background) available from a palette of 64 colors (6-bit RGB), 16 colors (4-bit) per pixel/tile/sprite". (I'll admit, I'm planning on a "Shovel Knight" approach to limitations, where I'll fudge things a touch if I feel the end result is worth it, but knowing the original limitations would be best so I know how far I can push things, and I think that a "true demake" mode would make a fun unlockable.) I'm working on designing an 8-bit themed fangame, and since I don't know much about the system's limitations (mostly graphics), I thought that I'd ask for a bit of clarification. However, when I got Sonic Adventure DX, I had the opportunity to try the various Game Gear titles, and later played most of the Master System Sonic games on emulator. I never had either of these systems growing up, I had all Nintendo stuff as a kid.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |