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    Is it possible to create an SNES 'Mode 7/Pseudo 3D' type game in FUZE?

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    pilotwings snes pseudo 3d mode 7
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    • Martin
      Martin Fuze Team last edited by

      Had to stop watching that video - it was making me feel sick!

      Spacemario 1 Reply Last reply Reply Quote 1
      • Spacemario
        Spacemario F @Martin last edited by

        @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!

        Discostew 1 Reply Last reply Reply Quote 0
        • Discostew
          Discostew F @Spacemario last edited by Discostew

          @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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          • waldron
            waldron F last edited by

            i think i could pul this off with the new map tile animation, i may have a go later

            Spacemario 1 Reply Last reply Reply Quote 1
            • Spacemario
              Spacemario F @waldron last edited by Spacemario

              @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.

              waldron 1 Reply Last reply Reply Quote 1
              • waldron
                waldron F @Spacemario last edited by

                @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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                • pianofire
                  pianofire Fuze Team last edited by pianofire

                  It would be better if there was native support for texture mapping but it is still impressive. I changed the image to a photo and it worked perfectly:

                  (edit: it looks much better without the horrible Twitter video compression)

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                  • Martin
                    Martin Fuze Team last edited by

                    Is it my imagination or is that cube going wonky as it rotates?

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                    • Discostew
                      Discostew F last edited by

                      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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                      • waldron
                        waldron F last edited by

                        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

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