Author Topic: Game design with regards to resolution  (Read 1727 times)

Bonknuts

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Game design with regards to resolution
« on: December 11, 2015, 05:25:55 AM »
I've been thinking about this over the past year. Well, more than a year, but definitely this past year. Old consoles, especially small home computers, have really been pushed to their limits as of the past 7 or so years. Demos are all nice and such, but I'm talking about stuff that works in game (even if it is limiting to the game engine). I bring this up, because the approach is more of thinking outside the box - non traditional approach to the system.

 Some people just want to make games. Some people just want to push the system as far as they can. I'm interested in doing both.

 So I was thinking, what would be a non-traditional approach to game design on the PCE, in relation to hardware? Parallax has always been the achilles heel for the PCE. I personally think this stigma would be so much as it is, if devs had taken the time in presentation. As in, you don't need parallax everything. But if you sprinkle enough of it across a game, even if useless but fancy in specific parts, it distances that feeling of lack of parallax or depth. But that's more about polish presentation in game design than what I want to talk about here.

 So how can we get parallax on the PCE? The two practical methods are hsync scrolls (think AirZonk) or dynamic tiles (think Gradius 2 @ second level). Sometimes sprites are used to help out (Rondo is filled with examples; the ghost ship areas are excellent examples). A rarely used method is tile/cell scrolling (think Ys 3). But is there another way?

 I propose that there is; Sprites. We all know, or most of us, that the PC-Engine only has 1 background layer. So with that in mind, and the PCE is fast at fetching sprite pixel data in hblank, then why didn't the developers extended the PCE's sprite per scanline pixel count? If the PCE was capable of 32 sprite cells per scanline, there wouldn't be a need for a second BG layer. I could make some examples that would run in an emulator; the parallax layering would be quite nice. It's a little more work on the cpu, but it's cheaper. But the PCE can't. So how does this help us?

 The problem is that the sprite pixel count per scanline is exactly 1:1 to the PCE low res. Can we change this? The answer is yes. The VDC is very powerful in its frame defining attributes. You can clip the screen, on both ends, horizontally in 8pixel increments. For instance, I could setup the screen to only show 240 pixels. I've now changed the SPL (sprite pixel line limit) ration from 1:1 to 1:0.9375.

 This in itself is significant, because I can actually scroll an un-interruptable stream of sprites from edge to edge. On a 256px wide screen, at any given point scrolling a solid horizontal stream of sprites would be either 16 or 17 sprites per scanline. As soon as you hit 17 sprites, which is going to happen ~99% of the time, the overflow limit kicks in and one of those sprite cells will drop out. That breaks the illusion. But with a 240px wide window, the requirements will be 15 or 16, and since 16 fits within the SPL (16x16=256px) - the illusion is maintained. You can visualize this as a block wall that a sprite can't appear in front of.

 But what if we take this even further? What if did 224px wide screen? Or even lower.. 208px screen? Now keep in mind the resolution of the pixel itself isn't changing, so the pixels aren't getting any fatter - it's just clipping the display. So at this point, you're probably thinking that's not going to look so hot. Black borders on the side of the screen usually aren't desirable, right? I counter that thought with.. maybe. If you saw the PCE doing some really extraordinary things, with that clipped window, you might change you mind.

 So far, this is all talk. Why not look at an example:


 Recognize that game? (You better!) Yeah, the scrolling is kinda choppy, but there are a lot of fans of this port (myself included). While the scrolling might be choppy (it's 15fps on average), the gamelogic itself is not. Which actually makes the game playable, even if a bit awkward as first. That why people/gamers tend to get used to the scrolling.
 
 Anyway, that's not the point of the example pic. Look again. See those black borders on either side of the screen? Let's put some numbers to this screen shot. First, from the edge to edge horizontally of that gold border, it's 288 pixels wide. The actually playable area, inside that window, is 256 pixels wide.

 This game runs at a higher res than the standard PCE used resolution. So those numbers don't really mean anything because they aren't in low res form. So let's change that. Mid res is ~7.159mhz and low res is ~5.369mhz. So mid res is 4/3 more pixel area (horizontally) than low res mode. So the first number: 288 / (4/3) = 216. And the second number: 256 / (4/3) = 192.

 So if the game ran in low res mode, with the correct window aspect ratio, the edge to edge horizontal gold-ish/trim border would be 216 pixels wide. The playable window inside it would be 192 pixels wide. The idea of that much clipping sounds horrible, or at least unpleasant/undesirable, and yet when you play the game.. it isn't really that noticeable. To top it off, the vertical height of the playable window in that game.. is 128 pixels!

 Bringing this back into prospective, I made the suggestion of 208px wide screen (viewable area). That's only 8 pixels shorter than the border with, and 8 pixels larger than the active playable window. 208/16 = 13 cells to fill edge to edge, and +1 for scrolling so 14 cells needed for edge to edge streaming/scrolling. I just want to clarify here, when I talk about edge to edge streaming - I'm talking about a solid horizontal stripe of sprites going across the screen without interruption. This is worse case scenario, because not all of a BG layer made of sprites would be solid runs of sprite pixels or cell segments.

 The idea to create large sections of a scrollable fake BG layer with sprites. This layer could be the background, or the this layer could be the foreground.
 I think a Sonic type design would a good example of a foreground method, simply because the far background in sonic is edge to edge (think of the green hill zone, the lake and the mountains).
Here's a pic:


 I enlarged the viewable area to get a sense of the foreground design, but the yellow tinted block is a 208x160 window.

 Let's switch to a more zoomed in view with 16x16 cell definition:


 Each square is 16x16 pixels in the above pic. Assuming a game like Sonic, the main character isn't going to go behind that wall, so if the camera is focused on the main character being in the middle of the screen, that wall doesn't present a problem. But notice cell segment just below the top grass line and the wall to the right of it. Together, of the camera scrolled over more, would make a solid edge to edge row of sprites. This won't be a problem because we've allowed up to 14 cells per width for this very issue. With sprites being the foreground layer, though, we're optimizing for that open area above the grass line. There are a lot more open areas in the green hill zone of Sonic 2.

 What about the grass that appears on front of Sonic's feet? That constitutes sprite overlapping, increasing that cell limit for whatever scanlines affected by it. If the main character was 32x32 sprite cell, and the edge to edge scenario only takes up 14 cells max, then we're exactly at the 256px sprite scanline limit.

 Are you going to run out of SAT entries doing this? At a 208x160 viewable window, it's 7x5 entries if the ENTIRE screen was filled with 32x32 sprites. That's 35 sprite entries of the 64. So I think we're in a pretty safe zone. If even that max was pushed to 48 entries, for whatever reason, that still leaves 16 entries open for the character and enemies. More than enough for considering sprite objects can be quite large. Do the sprites for the pseudo layer have to be 32x32 in size? No. I would do a 32x32 tilemap system, with a meta tile lookup table that would be capable of displaying any size and combination of multiple sprites inside that definition (including fine pixel offsets).   

 In this Sonic type example, the foreground would be all sprites and the background would be the real BG layer. Well, hsync scrolls are easy to do on the PCE, so all the nice background parallax/linescrolling is easily replicated on the PCE. The Chemical Zone in Sonic 2 would be even easier to do on the PCE than Green Hill zone.

I personally think this would be an impressive sight to see. Combine this with the PCE's color capabilities and we've got a win IMO.


 Now to take this one step further; what if the game ran at 30fps instead of 60fps, but added even more complex layering scenery/capability? Stuff like complex dynamic tiles (larger areas), and realtime masking/ORing pixel data over sprites to do more complex fake sprite layer (ease the limitation of solid areas and add more possible enemies). I mean, there are games on the PCE that run 30fps (like Tenchi o Kurau).

 It's note just parallax layering that's an issue on PCE, it's also more shallow depth issues that plague the system. As in if the BG layer is the foreground - it's rare that anything shows in front of sprites/enemies/main character simple because the PCE lacks the per tile priority for this. Using the TRB instructions, which both ANDs and copies sprite data from vram to vram, a game engine could easily be setup have complex layering depth on a per pixel basis of objects in relation to the BG layer. Think of light posts, signs, grass, etc - appearing in front of a sprite object without the need to use sprite masks, which wastes SPL bandwidth. 

 There are many options, configurations, and combinations one could use, in relation to this, but the idea is to think outside the standard design approach on the PCE.

The question to the PCE gamer is: would 60fps game with a clipped window be an issue? Would 30fps be an issue?  Or 30fps and a clipped window? Where would you draw the line when it comes to squeezing out the most of the PCE graphical capabilities?



PS: I'll edit for any grammar mistakes later. This is all off the cuff.
 
« Last Edit: December 11, 2015, 05:29:34 AM by Bonknuts »

spenoza

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Re: Game design with regards to resolution
« Reply #1 on: December 11, 2015, 05:43:04 AM »
If you're talking about non-CD games, framed/clipped window would suck for our few portable (Express/GT/LT) users. It really depends on the game and the presentation. I think a fast-moving action title like Sonic would actually be ill-suited to restricted screen area. An action-RPG like Ys III does better because you can put information outside that window, for example. So for massive explore-y style games that focus a little more on exploration and less on MOVE FAST DAMMIT I think this could be a good thing.
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Bonknuts

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Re: Game design with regards to resolution
« Reply #2 on: December 11, 2015, 06:02:33 AM »
Yeah, Sonic is just an example of layering type - not the game itself (speeding through a zone). True about the portable systems, but I never think about them when designing stuffs - it's so niche even in the PCE scene. The primary audience would be system owners (whether hucard or cd).

seieienbu

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Re: Game design with regards to resolution
« Reply #3 on: December 11, 2015, 06:17:27 AM »

The question to the PCE gamer is: would 60fps game with a clipped window be an issue? Would 30fps be an issue?  Or 30fps and a clipped window? Where would you draw the line when it comes to squeezing out the most of the PCE graphical capabilities?

This all sounds fascinating, honestly.  My one worry would be the event of needing 10 or more sprites on top of the 7 sprites in the background layer on one line.  With sprites making up the background and foreground layers, would you have enough sprites left over for things like enemies, player character, and any other potential thing like bullets/explosions or what have you to make an enjoyable game?

I for one would much rather see something amazing and new than worry about a small thing like black borders around the image.  I think it'd be interesting to see what could happen at both 60 and 30 fps.  Even if all you wound up with was a cool tech demo, I'd still be happy to see what you could accomplish along these lines.

God speed, Bonknuts!
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touko

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Re: Game design with regards to resolution
« Reply #4 on: December 11, 2015, 06:38:25 AM »
Very interesting as usual, but i'll heve to read it 4/5 times (at least) to understand all the stuffs ..  :?

Bonknuts

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Re: Game design with regards to resolution
« Reply #5 on: December 11, 2015, 07:16:34 AM »

The question to the PCE gamer is: would 60fps game with a clipped window be an issue? Would 30fps be an issue?  Or 30fps and a clipped window? Where would you draw the line when it comes to squeezing out the most of the PCE graphical capabilities?

This all sounds fascinating, honestly.  My one worry would be the event of needing 10 or more sprites on top of the 7 sprites in the background layer on one line.  With sprites making up the background and foreground layers, would you have enough sprites left over for things like enemies, player character, and any other potential thing like bullets/explosions or what have you to make an enjoyable game?

 It's not a cure-all for every situation, so things would have to be design around this. That's one of the reasons I used the Sonic example. There really aren't a whole lot of enemies coming at you, coupled with the foreground being very doable as sprites - that's what I was going for. But that's not to say you couldn't have areas that had lots of enemies. If you have a "clearing" of an area with more simple map design, in a part of a stage, you could intensify the action and use more sprites for enemies there. It's about design. It's hard to make this clear, without posting tons of example screen shots of other games and a visual break down of how they could be translated to this type of design.

 Think of some games already on the PCE that might benefit from this. The first game that comes to mind for me is New Adventure Island. Not a whole lot of enemies on screen, and the game does employ some degree of sprites for faking a BG layer. 208px wide is just an 87% area of 240. Most people can't even tell if a game is running 240px vs 256px (even some snes games actually do this. A few NES ones as well).

 Actually, Super Adventure Island on the SNES is a great example of what could be done with this approach. Each area would be done differently. For example, the mine cart stage could easily work with the sprites being the foreground layer.

 The Sonic example might be a bit too zoomed in, especially considering those graphics are taken from the highres mode of that game. But think of something along the lines of a Super Mario game, or Blue Blink. Where a character could easily fit 16x32. Coupled with a good map design, you could have a decent amount of enemies on screen.   

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I for one would much rather see something amazing and new than worry about a small thing like black borders around the image.  I think it'd be interesting to see what could happen at both 60 and 30 fps.  Even if all you wound up with was a cool tech demo, I'd still be happy to see what you could accomplish along these lines.
Tech demos are cool, but nothing's more impressive than a playable product - even if that translates into a playable tech demo (Red Zone on the Genesis, etc). But finding a balance between the two, something impressive but also something that isn't stiff or shallow.

 The whole 30fps thing is slight different than the foreground example. The 30fps would be for extreme dynamic tile usage, coupled with sprites to hide the transitional edges. Thus a clipped screen width would also help with that. Think of something like the Megaman X series on SNES, or Super Bonk, Shinobi 3 on Genesis, or High Seas Havok, or a Rocket Knight Adventure style game, etc. Different levels could switch between different techniques. I'm not talking about porting those games, but design games from the ground up around those specific graphic styles, with what I presented (clipped window to increase the relative ratio of sprite pixels) - with care being taken to hide whatever limitations.

 This works with shmups as well. A vertical shmup looks more natural with borders anyway (long view). That allows the action to appear more intense since the focus is narrowed, but allow sprite layer stuffs that weren't possible before. Coupled with dynamic tiles, and you could do some impressive looking stuffs. The BG layer+dynamic tiles could run at 30fps, while the game itself runs at 60fps (and the sprites as well).
« Last Edit: December 11, 2015, 07:46:00 AM by Bonknuts »

elmer

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Re: Game design with regards to resolution
« Reply #6 on: December 11, 2015, 08:23:39 AM »
Tech demos are cool, but nothing's more impressive than a playable product - even if that translates into a playable tech demo (Red Zone on the Genesis, etc). But finding a balance between the two, something impressive but also something that isn't stiff or shallow.

Precisely, and that's going to be the trick.  :-k

It's cool to imagine something like this, but, the devil is in the details.

It's not until you've written the tools, decided on the game-style, and are actually putting a level of 2 together with an artist that you're really going to find out if you're being "really-clever" or just "too-clever-for-your-own-good".

I'm not sure if Mappy would let you design 2 layers with 8x8 tiles on one layer and 32x32 tiles on the other layer ... but, if not, you can probably find some other editor (like ProMotion) that will.

Actually ... that would be 3 layers if you're using a separate collision/trigger layer.  :wink:

I'm hoping that you'll go ahead and actually give this a try ... and can make something that's fun without the limitations killing you.

ccovell

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Re: Game design with regards to resolution
« Reply #7 on: December 11, 2015, 10:30:00 AM »
This in itself is significant, because I can actually scroll an un-interruptable stream of sprites from edge to edge. On a 256px wide screen, at any given point scrolling a solid horizontal stream of sprites would be either 16 or 17 sprites per scanline. As soon as you hit 17 sprites, which is going to happen ~99% of the time, the overflow limit kicks in and one of those sprite cells will drop out. That breaks the illusion. But with a 240px wide window, the requirements will be 15 or 16, and since 16 fits within the SPL (16x16=256px) - the illusion is maintained. You can visualize this as a block wall that a sprite can't appear in front of.


This is of course a desirable effect, putting up a solid wall of 2nd layer graphics without breaks.  And to mask out the "17th/1st" sprite, you either have to cover the break with graphics, or narrow the game view.  (Didn't Charles Macdonald do tests revealing that if you narrow the width of the screen too much, sprites begin to drop out?)

Anyway, the former is what I did on TML, as you probably know:


I tried to create the impression of at least 3 layers, 2 of which were the same background:

But where the rotating background "overlapped" the fixed one, there was a gap.  So, in some cases, the BG overlapped sprites to mask their disappearance, and in another case, sprites overlapped the BG.


Re:narrowing the screen

It is kind of a shame that, in order to get enough players/enemies on-screen in addition to a wall of sprites as a background, you'd have to narrow the screen so much.

Another option (keeping a wide screen) is to have only a few sprites used as background graphics, but have smart use of BG colour gradients ("copper bars") to fill in the gaps between sprites so it looks like the gradient and sprites are part of the same background image.  IIRC, Mega Turrican on the MD/Genesis Turrican 3 on the Amiga does this to make "pipes" appear in the far background.  (pic here:  http://retroshowcase.gr/images/computers/Amiga/176/1.jpg )
« Last Edit: December 11, 2015, 10:33:25 AM by ccovell »

Bonknuts

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Re: Game design with regards to resolution
« Reply #8 on: December 11, 2015, 10:59:22 AM »
the devil is in the details.
My favorite line!


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I'm not sure if Mappy would let you design 2 layers with 8x8 tiles on one layer and 32x32 tiles on the other layer ... but, if not, you can probably find some other editor (like ProMotion) that will.

As two separate files, it wouldn't an issue. Normally the BG is sort of independent of the foreground layer. I use Mappy, but I have my own conversion apps for it (to give it more PCE features, subpalettes, clipping, forced tile segments for dynamic tiles, extraction of additional layers as collision maps or events, etc). It's usable, but yeah - custom tools are better.

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I'm hoping that you'll go ahead and actually give this a try ... and can make something that's fun without the limitations killing you.
I plan to. I mean, I realllly plan on it. I've been thinking about this for quite a while, and I've spent a lot of time researching and picking apart longplays of 16bit games on the SNES and Genesis, figuring out rough spots - what I would change or tone down, what could be slightly redrawn to accommodate limitations, etc.


(Didn't Charles Macdonald do tests revealing that if you narrow the width of the screen too much, sprites begin to drop out?)
That's if you increase the viewable window past a certain point; hblank gets shorter and it can't fetch enough pixel data. From what I've tested, this is true. I've tested the other way too (narrower) and it doesn't effect the sprite fetching (plenty of hblank time).

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Turrican 3 on the Amiga does this to make "pipes" appear in the far background.
Yes! I've watched a longplay of that game many times. On the PCE, you could add a connecting vertical pipe (sprite) here and there to give it a more convincing look.

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It is kind of a shame that, in order to get enough players/enemies on-screen in addition to a wall of sprites as a background, you'd have to narrow the screen so much.
It is kind of a shame. I know hindsight is 20/20, and people have said the PCE should have had another BG layer. Who knows what constraints the engineers were under. I think, personally, a nice compromise would have been just to give the PCE a 32 cell limit. But really, given what I'm proposing - a simple 20 cell limit would have done the trick (and is one cell better than my 208px wide window limitation).

 But that's my question to everyone, hoping my original post kind of explained the benefits, is that - is a clipped window of 208px acceptable? Is it considered too drastic/extreme of a sacrifice for additional layers effects? Or the same question about 30fps? The idea here isn't to some how beat the SNES and Genesis, but to give the PCE some more graphical capability when it comes to layers or depth (priority layering).

 BTW Chris, nice PCE eye candy :D
« Last Edit: December 11, 2015, 11:06:11 AM by Bonknuts »

MNKyDeth

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Re: Game design with regards to resolution
« Reply #9 on: December 11, 2015, 08:08:24 PM »
I am by no means informed to the programming aspect of these consoles.

But, as a gamer... I much more appreciate smooth gameplay. I guess on a standard tv like these consoles were originally made for 24-30fps seems logical. As long as it seems smooth and fluid. I really balk at choppy games. I loved Y's 3 but it was by far my least favorite.

I also understand that you are most likely speaking about Duo's and Duo-R type consoles here as well. But what about considering the SuperGrafx with an Arcade Card?
I mean, that is the most powerfull setup you can get until you move over to the PC-FX correct? Or is it to much of a niche area, more so than the original PC Engine hardware to develop for?

It may not solve all the problems but I assume it would give you more flexibility and push even further.

But I digress... Anyone willing to make games even nowadays on these older consoles I think it is pretty amazing as you all are keeping them alive. They are retro but they are also alive with development so there is stuff people like me can look forward too instead of drooling over the past etc.

nodtveidt

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Re: Game design with regards to resolution
« Reply #10 on: December 12, 2015, 01:24:14 PM »
It was mentioned once that in theory, there is more than enough time to have a much larger buffer for sprites. I don't recall who stated it but basically the point was that the system is so efficient that 16 sprites per line is like a joke. Might even have been one of you who stated it... I don't remember for sure.

spenoza

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Re: Game design with regards to resolution
« Reply #11 on: December 12, 2015, 02:29:46 PM »
But that's my question to everyone, hoping my original post kind of explained the benefits, is that - is a clipped window of 208px acceptable? Is it considered too drastic/extreme of a sacrifice for additional layers effects? Or the same question about 30fps? The idea here isn't to some how beat the SNES and Genesis, but to give the PCE some more graphical capability when it comes to layers or depth (priority layering).

The answer is, "it depends." Again, the type of game will make a huge difference. Sadly, I think the only way to really know is to try it.
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touko

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Re: Game design with regards to resolution
« Reply #12 on: December 12, 2015, 10:08:23 PM »
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But what about considering the SuperGrafx with an Arcade Card?
it's not concerned because it has 2 background layers and a 512 pixels sprite limit .

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Or is it to much of a niche area, more so than the original PC Engine hardware to develop for?
yes sgx is not very common but there are some homebrews for vectrex, virtual boy, or even some more niche systems .
If you want make money with homebrew, i answer "yes the sgx is niche" else it's perfectly doable IMO,because if you know how to code for PCE, you know how to do it for SGX, it's 100% win/win,it's not like to code for PCE and move on MD or snes for exemple .
« Last Edit: December 12, 2015, 10:10:48 PM by touko »

Bonknuts

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Re: Game design with regards to resolution
« Reply #13 on: December 13, 2015, 04:49:24 AM »
But what about considering the SuperGrafx with an Arcade Card? [] Or is it to much of a niche area, more so than the original PC Engine hardware to develop for?
For me, the SGX is just too easy to throw tons of sprites around and have complex layering. I like the challenge of pushing the limits of the PCE. If the goal is just to develop a game for a retro console, then SGX or SGX+ACD makes sense. You won't hit a very wide audience, but you'll have more attention drawn to your softs because of how almost non existent the homebrew scene is on it.


It was mentioned once that in theory, there is more than enough time to have a much larger buffer for sprites. I don't recall who stated it but basically the point was that the system is so efficient that 16 sprites per line is like a joke. Might even have been one of you who stated it... I don't remember for sure.

Yeah, there's enough hblank time to handle more sprites per line. There's also enough free access slots during active scanline - more than what the cpu is capable of using even with extreme code. Even the entire SAT is copied into special ram (nor vram) for super fast access/parsing. So it has all the bandwidth needed to show more. The PCE doesn't use a line buffer system like the Genesis and SNES, but instead uses dedicated sprite shifters. So the limit doesn't come from bandwidth, but rather the number of shifters. A line buffer system uses the previous scanline to fetch sprite pixel data and display it on the next scanline (snes/gens). But the PCE builds and shows the sprite on the same line. Supposedly sprite shifters are more complex and more expensive (chip real estate and cost). The VDC is fast enough to handle more, it just needs more sprite shifters to hold more pixel data. Especially in the context of the Famicom, 1983, has 8 sprite shifters. The only reason the PCE's low number is viable, is that the cells are 16px wide instead of 8px. So the 16px wide cells makes sense in that respect, but the vertical heights don't. 16px tall steps is wasteful. They could have added an option that switched between 16px and 8px tall steps. I know it's possible because I've got the VDC to do it with a frame timing trick. 


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The answer is, "it depends." Again, the type of game will make a huge difference. Sadly, I think the only way to really know is to try it.
It's funny, because a lot of the praised Amiga games take the same approach towards design that I mentioned; whatever it takes to achieve a graphical effect or illusion. And that include clipping the display. Agony on the Amiga clips the display to near the same ration that I mentioned. Some games run at half frame rate too. But you are right, it really depends on the type of game design.

 It's interesting to see how regular PCE games would play with a clipped screen. I looked at Bonk with a 208px wide screen, it didn't seem to hamper much. A little more clever with sprite usage and design, and layering depth could have been added. Not as extreme as the Sonic example I proposed, but still something less flat than what's there.

elmer

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Re: Game design with regards to resolution
« Reply #14 on: December 13, 2015, 04:49:55 AM »
It was mentioned once that in theory, there is more than enough time to have a much larger buffer for sprites. I don't recall who stated it but basically the point was that the system is so efficient that 16 sprites per line is like a joke.

It is kind of a shame. I know hindsight is 20/20, and people have said the PCE should have had another BG layer. Who knows what constraints the engineers were under. I think, personally, a nice compromise would have been just to give the PCE a 32 cell limit.

Any commerical hardware design is a product of the component availaility and pricing, and the target end-user cost ... all at the time that it is designed.

If you look at the VDC docs or Charles MacDonald's pcetech.txt, you can see that the VDC was initially designed to allow it operate with slow video RAM.

That's where you get the single-background and 16-sprites-per-line limits.

That was probably set-in-stone at the time that Hudson were trying to sell the design to Nintendo as a successor to the NES.

But they did some forward-thinking, and allowed for faster VRAM to be attached.

By the time that the design had been sold to NEC, the costs of VRAM had come down to the point that it was economically feasable to ship the system with fast VRAM, and you end up with the console that we all love.

The VDC only uses approx 50% of the bandwidth of the fast VRAM, and that allows the CPU to have unrestricted access to video memory. That's extremely rare to see in a console of the time, and allows programmers to do all sorts of neat tricks.

OTOH, using the same fast VRAM specs, something like the Genesis uses that extra VRAM bandwidth to display a 2nd background layer.

But the tradeoff is that the programmer is locked-out of doing any writes to VRAM while the display is active, and can only do updates in the very-limited horizontal and vertical blank periods. That is incredibly limiting, even with the Genesis's (not-very-good) H-DMA and V-DMA hardware.

In my experience, a lot of the power of the 68000 processor in the Genesis is thrown away because you just can't do much useful work while you're waiting for the next h-sync so that you can stuff a few bytes of data into VRAM.

The PCE OTOH is a programmer's dream-machine in that the hardware doesn't get in the way, and your main limitation is just in clever programming tricks.

Yes, it would have been really nice if Hudson had designed the VDC to allow for 32-sprites-per-line when you use fast VRAM, but that would have cost a lot of silicon back when the chip was originally designed.

IMHO, we're lucky that they thought-ahead enough to put in the cheap-to-add ability to run with fast VRAM at all.