Is it possible to create an SNES 'Mode 7/Pseudo 3D' type game in FUZE?
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Had to stop watching that video - it was making me feel sick!
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@Martin Hah, doesn't help that the framerate is like 10 fps on that "tube" part. I have a Super NES and copy of this game at my cabin, and cringe every time I get to that level-- the effect is really cool, but it sure runs slow!
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@Spacemario said in Is it possible to create an SNES 'Mode 7/Pseudo 3D' type game in FUZE?:
@Martin Hah, doesn't help that the framerate is like 10 fps on that "tube" part. I have a Super NES and copy of this game at my cabin, and cringe every time I get to that level-- the effect is really cool, but it sure runs slow!
That segment would have slowdown the moment it had to deal with a good number of sprites. The enemies that would pop out, the explosion of bones when you defeated them, even using the whip all required additional sprites to be displayed. Even without those, the very platforms themselves are all sprites as Mode 7 only has one background layer, and that's used for the tunnel effect itself. Any SNES game with a bunch of sprites onscreen tends to have slowdown frequently (such as Gradius 3).
The effect itself actually requires very little manual processing due to the nature of HDMA channels, which are hardware-controlled, and using pre-made static Lookup Tables. Only scrolling horizontally and vertically are manually done, but that is once per frame, not per scanline. That is why when there are fewer sprites on-screen, the effect achieves 60fps easily.
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i think i could pul this off with the new map tile animation, i may have a go later
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@waldron It'd be incredible if you got this working!
I also wondered if the texture-mapped cube thing could be used; like, what's the upper bound texture resolution that his engine supports?
In other words, "mode 7" could just be a huge cube for the ground, with a giant (or series of smaller I suppose) texture applied to it.
To be honest, I have a lot of questions about that code. Texture-mapped 3d environments are possible now! But what are the limitations? Sometime today I'll ask in that thread.
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@Spacemario the way i thought i can get it to work is all through animation, i wouldn't be able to use that technique
thats beyond me lol
but i do wonder is it possible to load 2 maps and have code that switches between them periodically -
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Is it my imagination or is that cube going wonky as it rotates?
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I thought perhaps this was texture mapping onto an actual 3D cube, but what is being done is using DrawQuad to form a 3D cube in an orthogonal manner. This unfortunately cannot be used to make the Mode 7 effect because it lacks the perspective aspect.
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Iv started sketching the effect to animate it that's as far as I got due to another project but should have some results soon, it works on paper