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Parallax Juke Box
Posted: Sat Aug 31, 2024 7:02 pm
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HI !
I had fun finalizing the parallax effect I was working on in a small demo that turns our favorite console into a jukebox. Here is the rom. You can control the effect with the controller, the pause button on the console activates a random selection of parameters. See you soon ! |
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Posted: Sun Sep 01, 2024 8:37 pm |
Very very nice effect!
It would be amazing if you could explain how the 'trick' is done :) |
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Posted: Sun Sep 01, 2024 9:38 pm |
Very cool! The palette/drop shadow effect is a nice additional touch.
I had to open the tile and palette viewer to see how you did it, very clever, thanks for sharing! |
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Posted: Tue Sep 03, 2024 6:24 pm |
Hello and thanks !
Good idea sverx : by the way I wanted to comment on the video, but I gave up because of a big microphone problem. On the other hand it would have been limited to French speakers. So I thank google translate and apologize in advance for any inaccuracies that cause the translation: I first refer to Maxim's documentation: https://www.smspower.org/maxim/HowToProgram/Tiles For this explanation, and to be more understandable I take the example of the same parallax effect but applied only to a repeted Tile (8x8) on the entire background Concerning the Tiles: 1) If we limit ourselves to using a Tile in 4 colors we will only have to manipulate two bitplanes out of the 4 existing within a Tile and can achieve other cool effects as described in 5) 2) To give the illusion of a movement to the left or right, simply rewrite the tile by performing a binary rotation in one direction or the other on the values of two of the bitplanes of the tile, we do not touch the others. 3) To give the illusion of a vertical movement, for example upwards, we store the values of the two bitplans of the first line of the tile, we shift the desired values of the other lines upwards, finally, we rewrite the last line with the stored values of the first. 4) For a diagonal movement, by executing 2) and 3). 5) For the last 2 backgrounds presented in the demo (glass floor and snow) as you understood, we manipulate the two other bitplans which we have not touched. we then play with the palette to have “color fixed zones”on those bitplanes. The fact that they do not undergo rotations gives the impression that they are on another plane. We could even make this other bitplan move in another direction for an even nicer effect (I might have fun with that later) Concerning the shadow effect: 6) All you have to do is provide a darker sprite palette and apply it on somes tiles to the tilemap in the areas where you want shadow. In my juke box demo below the scrolls. Regarding transparent tears on the parchments: 7) imagine that on our beautiful current animated background, we draw a blue square with a full tile, except that at the edge of the square (in fact where we actually want it) we will omit a few tiles and therefore leave the animated tile that we shaped in 1). Then just recover the "holes" by a blue sprite, with transparency zones where we want to let the parallax effect pass. This further reinforces the illusion of an additional plane. That's it for the explanations. see you soon ! |
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Posted: Tue Sep 03, 2024 7:12 pm |
Cosmic Spacehead uses tile animation for a very similar effect - and a few other games use it for parallax backgrounds (Alien 3, Micro Machines, The Terminator, probably a few more). Animating bitplanes can make it more demo-y - especially if you move them in different directions at the same time and with subpixel acceleration. | |
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Posted: Wed Sep 04, 2024 8:59 am |
Thanks for the details. Indeed it's parts 5-7 that make that very cool! | |
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Posted: Wed Sep 04, 2024 11:30 am |
Very nice. Too bad that there no is a annual competition parallel to official. This demo could win easy. I liked the sonic songs. Amazing |
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