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| Sch3mat1c |
Posted: December 11, 2012 08:04 am
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![]() Forum Addict ++ Group: Moderators Posts: 18,194 Member No.: 73 Joined: July 24, 2002 |
No? Might have my terminology wrong then. Whatever the sprite hardware was -- I recall it has some very specific limitations, like two colors within a row of some pixels, and the number of sprites on screen or something like that. Which, of course, would be a painful limitation for some, but was used to rich effect in the best games. Sonic 3, even all the Sonics, really, were rich and colorful. Takes talented artists I'm sure.
Tim -------------------- Answering questions is a tricky subject to practice. Not due to the difficulty of formulating or locating answers, but due to the human inability of asking the right questions; a skill that, were one to possess, would put them in the "answering" category.
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| evildragon |
Posted: December 11, 2012 09:18 am
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![]() Forum Addict ++ ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Trusted Members Posts: 5,435 Member No.: 6,862 Joined: October 27, 2006 |
Information on the Genesis VDP: http://emu-docs.org/Genesis/Graphics/genvdp.txt
My favorite use of the VDP used in the Genesis is this. I also love the tehno tune, but people dissagre with me on the music. http://www.youtube.com/watch?v=_n_eHN-ArK8 This is considering that it can't rotate or scale graphics. -------------------- Brandon
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| Sch3mat1c |
Posted: December 12, 2012 04:54 am
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![]() Forum Addict ++ Group: Moderators Posts: 18,194 Member No.: 73 Joined: July 24, 2002 |
I'm pretty sure a lot of that is just having the memory -- they wouldn't even rotate or scale graphics as a precalculation (if for some reason they needed to, perhaps running low on ROM or something), especially with the VDP's limitations; all those angles and sizes would be created by the artists and simply stored in ROM. Even so, doing some of those things, like generating the moving pseudo-3D background, would be challenging at best to predraw.
(Interesting to consider what kind of algorithm would be required to achieve reasonable results; probably a rotation matrix with filtering (not nearest-neighbor selection), followed by palettization involving error diffusion or something like that to pick the best pattern per line, in the best colors. All this is certainly doable on the 68k, but there's no way you'll finish a good looking rotation of a sprite like that in less than a frame, let alone real time for several!) Tim -------------------- Answering questions is a tricky subject to practice. Not due to the difficulty of formulating or locating answers, but due to the human inability of asking the right questions; a skill that, were one to possess, would put them in the "answering" category.
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