Author Topic: Best technical and artistic tricks on the PCE  (Read 1762 times)

RR1980

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Re: Best technical and artistic tricks on the PCE
« Reply #60 on: June 29, 2011, 07:23:17 PM »


As far as a similar effect is concerned, this is the only thing i can think off the top of my head, in this Case, it looks like a different sprite with a different color palette.


which game is this?

Tatsujin

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Re: Best technical and artistic tricks on the PCE
« Reply #61 on: June 29, 2011, 08:06:40 PM »


As far as a similar effect is concerned, this is the only thing i can think off the top of my head, in this Case, it looks like a different sprite with a different color palette.


which game is this?


http://www.pcedaisakusen.net/1/28/647/1/Sol-Moonarge-jp.htm

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Black Tiger

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Re: Best technical and artistic tricks on the PCE
« Reply #62 on: June 30, 2011, 04:12:19 AM »
This came up in another thread but wasn't answered (unless I missed it), so I figured I'd repeat it here:  how does the magnifying glass work on the stage select screen of Darkwing Duck?  I don't know if it's technically impressive, but it sure looks neat.  Do any other games use a similar effect?

Maybe it doesn't factor in to how that effect is achieved. But it seems all the more impressive on a system with a single tile layer.

But the best kinds of effects are ones that that simply look cool or good regardless of whether or not they are technically challenging.
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Bonknuts

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Re: Best technical and artistic tricks on the PCE
« Reply #63 on: June 30, 2011, 05:14:58 AM »
This came up in another thread but wasn't answered (unless I missed it), so I figured I'd repeat it here:  how does the magnifying glass work on the stage select screen of Darkwing Duck?  I don't know if it's technically impressive, but it sure looks neat.  Do any other games use a similar effect?


 There are a few games the use/abuse the sprite priority for other than normal masking stuff, but not in this particular way. It's pretty clever. Clever like Jackie Chan silhouette effect. And what's even weirder, is that DWD of all games has this trick. Everything else in that game is plain jane/below average FX wise.

 The effect works like this: Sprites have a priority setting directly inherent to the order they appear in the SAT (sprite attribute table, there are 64 entries for 64 sprites). Sprite #0 has a higher priority and shown above sprite #1, and so on. The each sprite also has a BG priority setting. Set to 0, the sprite gets shown behind the BG colors #1-15 (palette assigned doesn't matter and color #0 is always shown in the least/farthest layer. No even low priority sprites show behind this). If a sprite is higher priority than another, but is set to show behind the BG while the less priority sprite is set to show above the BG layer and they collide, the visible pixels of sprite 1 that overlap visible pixels of sprite 2 - cause the BG to show in its place instead.

Code: [Select]
  _________
 |  _______|_       <- sprite layer 1 (cut out mask)
 | |  _______|_     <- BG layer
 | | |  _______|_   <- sprite layer 2 (magnafied image)
 | | | |         |  <- sprite layer 3 (magnafying glass and hand)
 |_| | |         |
   |_| |         |
     |_|         |
       |_________|
   
   
    ______
   |  __  | <- sprite layer 1 mask
   | /  \ |
   | \__/ |
   |______|

 A group of high priority sprites (low priority to the BG layer) for a mask with a hole in the center. The mask is behind the BG tiles, so you can't actually see it. But the center has a circle of blank pixels. This allows sprite layer #2 to be seen in that area, everything else is hidden behind. Sprite layer #3, the magnifying glass, is highest priority and above the BG layer - so it shows above everything and moves in unison with sprite layer #1. Sprite layer #2 scrolls at a different speed and direction, but to remain behind the mask it needs to drop out sprites on the border edges as not to be show outside the masking box.

 It's clever that they used it in this way. It definitely took a bit of thinking to flesh this out.


Necromancer

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Re: Best technical and artistic tricks on the PCE
« Reply #64 on: June 30, 2011, 05:30:05 AM »
Thanks for the explanation, nuts.  It is pretty dang clever - if only they'd applied some of that cleverness to the controls.
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Mathius

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Re: Best technical and artistic tricks on the PCE
« Reply #65 on: June 30, 2011, 01:45:23 PM »


As far as a similar effect is concerned, this is the only thing i can think off the top of my head, in this Case, it looks like a different sprite with a different color palette.


which game is this?


http://www.pcedaisakusen.net/1/28/647/1/Sol-Moonarge-jp.htm

The only RPG so far done by Irem :)


I gots to have this also! Reminds me of Castle of Illusion.
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Black Tiger

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Re: Best technical and artistic tricks on the PCE
« Reply #66 on: June 30, 2011, 02:19:29 PM »
I gots to have this also! Reminds me of Castle of Illusion.

It's actually a traditional RPG like Tengai Makyou II or Phantasy Star IV. It just happens to have the occasional side scrolling section.
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Mathius

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Re: Best technical and artistic tricks on the PCE
« Reply #67 on: June 30, 2011, 03:46:24 PM »
I gots to have this also! Reminds me of Castle of Illusion.

It's actually a traditional RPG like Tengai Makyou II or Phantasy Star IV. It just happens to have the occasional side scrolling section.

Sounds even more interesting! :D
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Keranu

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Re: Best technical and artistic tricks on the PCE
« Reply #68 on: June 30, 2011, 04:14:50 PM »
Castle/World of Illusion was the first game to pop in my mind too!
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

Tatsujin

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Re: Best technical and artistic tricks on the PCE
« Reply #69 on: June 30, 2011, 04:16:16 PM »
Watch the nice opening :)


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BlueBMW

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Re: Best technical and artistic tricks on the PCE
« Reply #70 on: August 03, 2011, 01:50:59 PM »
I've been playing Dead Moon the last few days.  While its not exactly a technical feat per say.... the way the did the multiple layer background scrolling in this game looks absolutely amazing!  It just gives a real feel of depth and distance.  And the way they speed up / slow down the scrolling when you start / stop moving.... very nice very nice.  And the chiptunes are pretty good too.
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Black Tiger

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Re: Best technical and artistic tricks on the PCE
« Reply #71 on: August 03, 2011, 02:51:29 PM »
I've been playing Dead Moon the last few days.  While its not exactly a technical feat per say.... the way the did the multiple layer background scrolling in this game looks absolutely amazing!  It just gives a real feel of depth and distance.  And the way they speed up / slow down the scrolling when you start / stop moving.... very nice very nice.  And the chiptunes are pretty good too.

It's amazing how well they setup the parallax and used other effects, but managed to pair it with nicely touched up and carefully polished, yet counteractive dull artwork. Everything looks perfectly fine... yet never tries to push beyond that. It looks like a tech demo by a homebrewer who pulled out all the stops, but couldn't quite pull off top tier professional looking graphic art.

I'm not a fan of full screen spamming of Coryoon style strips of parallax, at least the way that many games do it. But Dead Moon is the best I've seen on any console. Except maybe Spriggan Mark 2. :)
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