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Thread: Mode 7 demo for Genesis/MD

  1. #346
    Outrunner maxi's Avatar
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    Amazing, this is why I was saying a Mario Kart clone should be done by first instead of F-Zero.
    For now, I would like to suggest to replace the colorful corners from MK by the geometric patterns from the ground of each stage:


  2. #347
    The Cat in the Hat Shining Hero NeoVamp's Avatar
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    Sonic levels really lend itself well for a kart game, instead of Koopa Beach you could have Oil Ocean Beach or something.

  3. #348
    Video Game Modder Outrunner segasonicfan's Avatar
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    Sonic levels really lend itself well for a kart game, instead of Koopa Beach you could have Oil Ocean Beach or something.
    why have cool levels like Oil Ocean or Casino Night Zone when you could be stepping on badly drawn turtles instead?


    Great game concept, I'm excited to see how work progresses on this. I always loved the Sonic Drift series so this is rad!

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  4. #349
    Master of Shinobi Pyron's Avatar
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    Gasega is my idol, Hail to the king !

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    Take here all my hacks made with love for all of us here
    Want to help me? Here is my Patreon!

  5. #350
    Outrunner EPSYLON EAGLE's Avatar
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    Gasega, we just know are you very busy, but the community have much expectation on your work in GZero and Sonic Kart, can you share something?

    Thanks!
    Last edited by EPSYLON EAGLE; 01-07-2017 at 11:30 PM.

  6. #351
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    I'll just drop this thing here:

  7. #352
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    F-Nano 2 uses¹ mode 3 of the TMS9918, which is basically a ultra-low ( 64x48 ) resolution mode. The MegaDrive doesn't have anything like that² ... it's available on the Master System though ( same VDP as the MSX ). But you wouldn't be able to play it using the Mega Drive Power Base Converter either, just like F-16 Fighting Falcon.

    ¹ It toggles to mode 3 at a specific scan-line.
    ² You could mimic it though, using 256 tiles containing all combinations of two 4x4 pixel blocks of 16 colors and 2 layers.
    Last edited by moon; 04-05-2017 at 06:49 AM.

  8. #353
    Raging in the Streets Sik's Avatar
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    Quote Originally Posted by moon View Post
    ² You could mimic it though, using 256 tiles containing all combinations of two 4x4 pixel blocks of 16 colors and 2 layers.
    Not only that, there's a Pico game that does it (at least for rotation, it doesn't do 3D perspective), although sadly I forgot which one. And you don't even need 2 layers, just use 1 layer and use a different scroll position every 4 lines (you don't even need raster effects for this, the scroll table is good enough).

  9. #354
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    Quote Originally Posted by Sik View Post
    And you don't even need 2 layers, just use 1 layer and use a different scroll position every 4 lines (you don't even need raster effects for this, the scroll table is good enough).
    True, but you want all the cycles you can get to generate the next frame while the current is being drawn

  10. #355
    Raging in the Streets Sik's Avatar
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    The scroll table would never change though (・ω・`)

  11. #356
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    Quote Originally Posted by Sik View Post
    The scroll table would never change though (・ω・`)
    I'm not familiar with any static scroll-table approach that "collapses" tiles into 8x4 ( or 4x8 ) pixels .. care to elaborate? (^._.^)ノ

  12. #357
    Hedgehog-in-Training Hedgehog-in-TrainingRoad Rasher
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    Each bottom half would point to a different area, in a plane layout wide/tall enough to have twice the tiles.

  13. #358
    Raging in the Streets Sik's Avatar
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    Yep, pretty much (and wide enough, since the scroll table is horizontal-only). Depending on how much you're displaying, you could go further and change every two lines to get a block resolution of 4×2.

    Of course all of that pales compared to the 2×1 from gasega's demo.

  14. #359
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    Ah like that .. it does complicate applying scroll effects a bit and you would need double the amount of tiles, but it's a solid alternative indeed.

    Quote Originally Posted by Sik View Post
    Depending on how much you're displaying, you could go further and change every two lines to get a block resolution of 4×2.
    True, dropping the horizontal resolution from 320 to 256 gives you exactly enough space for 4x2 pixels ( using a 1024x256 tilemap ). Or you could combine both ideas ( 2 layers + scroll-table ) and get it down to 2x2 pixels ... although at that point you're dealing with 16 bytes per tile ( opposed to 32 bytes ), which isn't such a huge benefit anymore.

    Quote Originally Posted by Sik View Post
    Of course all of that pales compared to the 2×1 from gasega's demo.
    Obviously

  15. #360
    Raging in the Streets Sik's Avatar
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    Quote Originally Posted by moon View Post
    Ah like that .. it does complicate applying scroll effects a bit and you would need double the amount of tiles, but it's a solid alternative indeed.
    Not any more than your idea (which requires both tilemaps aligned just right, so you both spend the same amount of space and scrolling is tightly restricted, and both require 256 tiles for graphics). In fact, what I mentioned would be less restrictive, since one plane is free and you can still do whatever you want with it.

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