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 Restoring the 16bit glory....opinions?

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T O P I C    R E V I E W
masterbooda Posted - Oct 13 2004 : 1:46:16 PM
Call me crazy and they will and do... but I have been rolling an idea around in my head during my hours of darkness... I want to create an engine with the old school console feel to it... but I am trying to get a feel for the vb community and how they would recieve such a thing... is there any call for such a thing or interest...

or do most wear the 3D goggles now?

I am going to use a hybrid of DX7 and DX8 for it...and the graphics will be DX7 based(ahh good ol' DirectDraw) so anyone can use it not just ones with heavy duty cards... I am basing the engine off a combination of all the classic 8bit and 16bit consoles... for DX8 was and is still good for making games, but it is a little to modern...

Any opinions?

DaBooda out...
15   L A T E S T    R E P L I E S    (Newest First)
Crysstaafur Posted - Nov 10 2004 : 04:10:50 AM
aka Mode 7 effects. The Gameboy Advance also can do this too, as present in the FZero and Mario Kart games on both systems.
Pilotwings for the Snes also comes to mind.

Earliest parallax scrolling that comes to mind, would be Castlevania 3 and a couple of the Ninja Gaiden games on the NES. Though both of these use the layered effect. still quite impressive when you consider code behavior on it.
Scorpion_Blood Posted - Nov 10 2004 : 04:06:18 AM
yes i remember that game! but if this is restoring the 16bits, and everyone is going to SNES, i think carring(?) more about the scale/distort.

the parallax u showed is a horizontal parallax paralax, if u remember the racing games for 16bit, like Lotus uses vertical parallax, same for now in some mobile racing games :D
dxgame Posted - Nov 10 2004 : 01:25:13 AM
Parallax scrolling is usually defined when 2 or more 2D objects (backgrounds) are scrolling at different speeds and you can see the other object behind the other. Shadow of the beast on Amiga was one of the pioneers of the effect. Another trick used often to simulate depth is the scrolling of different planes of backgrounds at different speeds. We have a fairly cool demo of this effect on the dxgame.com site, and you can download it and take a look here:

http://dxgame.com/download/dxgrepeatscroller.zip

You'll need the dxgame engine to view the demo.

The snes had the ability to scale/distort a 2D character screen. This ability combined with character graphic animation is what gives FZero the 3D effect.
Scorpion_Blood Posted - Nov 09 2004 : 1:51:36 PM
hoo lol well :p
Eric Coleman Posted - Nov 08 2004 : 8:06:34 PM
quote:
Originally posted by Scorpion_Blood

if this not parallax then how can i do this? :p



Did you look at the demo on the previous page?
Scorpion_Blood Posted - Nov 08 2004 : 5:57:27 PM
see booda? u wana resore the 16bit glory? then make something like a parallax that i showed here :p
Eric Coleman Posted - Nov 08 2004 : 5:06:25 PM
Yes, that's parallax. However, the example that I provided is 2D only, and you can only scroll left and right (and up and down by changing the height of the bitblt). The example from F-Zero is the full 3D effect. You can move in 3 directions, in/out, left/right, and up/down.

Lots of 2D games used the effect to make the game seem 3D, even though you couldn't move around.

Also, a 3D game doesn't have to have a parallax effect, if you use an orthogonal projection matrix then you won't have the effect. Also, Diablo 2 allows you to turn the effect on and off.
Scorpion_Blood Posted - Nov 08 2004 : 2:43:24 PM
ppl here is one example of what i think is parallax:

http://clientes.netvisao.pt/sdesign/work/parallax.zip

if this not parallax then how can i do this? :p
Zarneth Posted - Nov 08 2004 : 07:48:28 AM
quote:
I thought you meant 16bit resolutions , until I read your post 2 times :)
He fooled me for a bit there too. thoguh I assume you mean 16bit colour depth.

quote:
Originally posted by AutoAim

beleive it or not, Xbox PS2 and GC are at a resolution of 640x480 sometimes 800x600. but the reasons for this is for price range, they can stick in low end parts with no more than 200mhz gpu and 500mhz cpu and very little ram of maybe 128mb and still out put 30-40 fps on eye poping candy.

Actuially, though I may be wrong. I'm pretty sure that's not the main reason. Though it definitly is a helpfull side affect, the fact is normal TV's can only really show a resolution of around 320x200. Even HDTV is only 720x(I forget the hight).

I used to have loads of fun playing old dos games, and playing Snes RPG's on the Zsnes emulator. And I still do go back fromt ime to time to play the old dos game. I doubt you'd catch me making a 2d game. But I'll certianly still play one if it's good enough. A few thoughts though. People today don't have as much patience, especially not for old outdated looking games. (God knows how I ever had the patience for some of the ones I played back then) If you make an old style 2d engine you gotta make sure it has fast load times, a run option (if it's that kinda game) that goes at a decient speed. Skippable text, and uberfast scene transition times. I used to get so frustrated at some old games that liked to take a year and a half to demonstrate that they can fade the screen slowly out, then slowly fade in the new scene. This being somethign that happens very often thoguhout the game. >.<
dxgame Posted - Nov 08 2004 : 03:35:07 AM
2D Games Rock!!
maxhamner Posted - Nov 04 2004 : 9:34:56 PM
My 2.5 cents worth (adjusted for inflation)

Closing the right/left eye and noticing object shift, and the differing speeds of scrolling layers are both good examples of parallax.

I believe the definition of parallax is something about an object appearing to be in a different location from a different perspective. (i.e. two people stand under a tree and look throught the branches at the moon... the one on the north edge of the tree looks up and sees the moon in the center of the sky, near the north edge of the tree - but the one on the south edge who will also see the moon in the center of the sky will see it being along the south edge of the tree.

The effect is the result of angular tracking based on distance.

An object that moves right to left 2 feet but only 2 feet from your face will require that you rotate your eyes or head nearly 45 degrees to track the object. (put your finger next to your eye - but not in it LOL - pointing at the pencil and note the starting and ending angle) The same object moving the same 2 feet, but 20 feet from your face can be tracked by moving your eyes only a few degrees. At 200 feet the angular difference is virtually 0 - a key part of the effect - objects at extreme distance appear to not move because the angular position change is near zero.

The effect tends to be interpreted subjectively. If you move towards a stationary object you tend to think of the "object getting closer" when in fact the object isn't moving but the viewer is getting closer. Thus one can walk around while looking up at the moon or a star and the star appears to "not move" (which in fact we know that walking won't make it move anyway - but we refer to the fact it doesn't appear to move due to our position - whereas walking and looking at a nearby tree you will have to 'track' the tree as your relative positions change) Therefore we think of it in terms of how much or little an object 'moves' based on distance.

Thus with two trees in a straight line in front of you, one fairly close, the other fairly far, if you move right to left the tree in the foreground requires greater angular adjustment to track - causing it to appear to 'move' faster than the tree farther away, and to change position relative to the other tree.. even though neither tree actually moves.

This is the effect simulated by games with multiple background layers, our eyes have been trained such that they interprit the slower moving layers of the image as being farther away, giving a feeling of 'depth'
Scorpion_Blood Posted - Nov 03 2004 : 2:01:13 PM
well in final fantasy 6 for PS1 and SNES use the reall "parallax" effect when u move city to city
Eric Coleman Posted - Nov 03 2004 : 1:51:40 PM
That is, but it's a "layered" effect, which is a simple and easy way to fake it. It makes a game feel more 3D when you have different layers, but they can still seem like flat pieces of paper.
reindeer horns Posted - Nov 03 2004 : 10:33:28 AM
I thought "parallax scrolling" simply meant having multiple layers scrolling at different speeds.

For example if we have a side view, the mountains at the distance move real slow, woods in front of the mountains move a bit faster, the buildings in front of the woods still a bit faster etc.
Eric Coleman Posted - Nov 03 2004 : 09:54:18 AM
The "parallax" effect is the apparent change of position of objects due to a change in position of the observer. Have you ever played Street Fighter 2? The ground in that game is a good example of a parallax scrolling.

Another example is you vision. If you arrange some objects in front of you and then alternate closing your left and right eye, you'll see objects closer to you appear to shift left or right more than objects farther away from you. This is parallax.

The demo that I displayed is a continuous parallax example. Having different layers moving at different speeds can be considered parallax scrolling, but it's layered effect and isn't continuous. The "continuous" effect just looks more 3D.

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