Well, I need the spotlight effect that appears on certain dark sections of Yoshi's Island.
Can someone help me with it?
Can someone help me with it?
Yoshi's Island - Dropping Walls
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Well, I need the spotlight effect that appears on certain dark sections of Yoshi's Island.
Can someone help me with it?
02-15-2017, 12:02 AM
(This post was last modified: 02-15-2017, 07:11 AM by Kosheh.
Edit Reason: According to all known laws of aviation, there is no way a bee should be able to fly. Its wings are too small to get its fat little body off the groun
)
I...feel like that was done using the Super FX 2 chip and all done with transparency layers. Like you could probably achieve a similar effect just drawing it yourself within your engine (and it'd probably be less resource-intensive, too)
EDIT: im glad i was incorrect, looks like i got you your spotlight effect rip Thanked by: Ton
02-15-2017, 03:23 AM
I'm sure it's a layer 3 effect, so no SuperFX magic here.
step 1. open ZSNES and YI step 2. go to Extra-4 or any other level with the spotlight step 3. once in, make a save state step 4. open vSNES or any other tile viewer that can read the ZST nametables step 5. find layer 3 map step 6. gj man
02-15-2017, 03:45 AM
Pretty much is a transparency layer. Thanked by: Raccoon Sam, Gate
02-15-2017, 06:45 AM
(This post was last modified: 02-15-2017, 07:04 AM by Raccoon Sam.)
Wow, you're right.
I ran some tests and there's some interesting color math. If you wish to get a 1:1 effect (I'm in photoshop, but whatever works for you) assume the middle purple as transparent, invert the layer, and finally change the blending mode to Multiply.
Danke both of you
EDIT: Tried it with my own coding Thanked by: Raccoon Sam
05-02-2017, 11:37 PM
Sorry for the bump, but something in YI caught my eye.
Remember those walls that falls when you pass through on 1-4?, are those sprites and can be ripped or they are a special kind of effect?.
05-03-2017, 01:27 AM
(This post was last modified: 05-03-2017, 01:28 AM by Raccoon Sam.)
they are special effects drawn by HDMA but there's nothing particularly difficult or different about them.
Consider the Platform Ghost in 1-8 – it looks like it's smooth vector graphics on an SNES game. Technically, it is. You can find the coordinate arrays in the ROM. tehaxor69 Wrote:there are 0x64 bytes per frame, they are in groups of 2 -X-axis and Y-axis, the 3rd byte group also controls the position of the platform. So, the graphics aren't stored in the traditional sense of 8x8 tiles stored in VRAM, but as 2D polygonal frames where the coordinates of the points are loaded from the ROM and displayed on the 256x224 screen. This has interesting implications, because with displaying the same data with modern engines, you are given an extremely rare chance to not only transform sprites (scale mostly, but sure, rotate and skew or whatever) losslessly but also actually access the in-between frames! The fall walls in 1-4 are done with a similar technique, but afaik they're never been documented. What I'm saying however is that while there's absolutely nothing wrong with screenshot ripping the walls the traditional way, finding the coordinate arrays is much better because it gives you infinite scalability. Your game probably won't run in insanely huge resolution or above 60fps though, but that's something to think about ^ Thanked by: Gate
05-03-2017, 05:30 AM
So I guess the same thing applies to the bosses Burt the Bashful, Salvo the Slime, Marching Milde and whatever is called that boss from 5-4
05-03-2017, 05:49 AM
probably yeah. Also the sewer ghost enemies, the cheese cubes and the carrier ghost in 5-4. probably others i'm missing too
05-03-2017, 06:00 AM
(This post was last modified: 05-03-2017, 06:24 AM by Deathbringer.)
Took me a minute to remember what 1-4 was, at best there might be a texture for the wall but it could just be the triangle used for the bosses.
EDIT: A triangle, but not the same one. |
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