PCEngineFans.com - The PC Engine and TurboGrafx-16 Community Forum
NEC PC-Engine/SuperGrafx => PC Engine/SuperGrafx Discussion => Topic started by: Bonknuts on May 20, 2011, 04:26:49 AM
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Some interesting stuff for behind the scenes of PCE games: http://www.nicovideo.jp/watch/sm13711943
(if you don't have a nico account, just copy the whole nico video URL and use this site to watch them: http://www.mmcafe.com/nico.html )
Red = BG layer
Green = Sprite layer
Purple = BG color 0 (its own layer, nothing shows behind it. And you can change the color on a scanline basis, which is why it's mentioned/listed).
Some parts of the video show sprite blocking/outline (like Sidearms) to show how the sprites are used far BG parallax stars and such.
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That was amazing. I hope you don't mind if I share this around a little. :)
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Anyone interested in this stuff can use keys 7 & 8 in Magic Engine to toggle sprites/BGs. It can be very enlightening.
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Yeah, but putting it together with the colorization is helpful to allow you to see both at the same time. I didn't realize Bravoman did the primary multi-plane scrolling with backgrounds.
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Neat video, although I'm not sure why a few of the games they picked were chosen (Wonderboy in Monsterland, for example). I can't recall ever wondering how Wonderboy achieved its single-plane background.
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The video should be titled Captain Obvious.
I guess its still neat.
I like real secrets, like how the music in some games when arranged in this one music program, end up forming scenes from said game.
That stuffs hilarious and awesome.
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Neat video, although I'm not sure why a few of the games they picked were chosen (Wonderboy in Monsterland, for example). I can't recall ever wondering how Wonderboy achieved its single-plane background.
Look at the window frame in that game. That's usually done by second BG plane or special non scrollable overlaid window. The PCE has none of this ( the SMS has this though. It has a vertical mode overlay window and a horizontal overlap window). The PCE did it all with sprites in that game. Though, Legend of Xanadu 1 does it the same, but even better (makes it look like a real BG layer and not a window layer).
That user had done other systems as well. The Famicom video was kinda cool.
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Anyone interested in this stuff can use keys 7 & 8 in Magic Engine to toggle sprites/BGs. It can be very enlightening.
I do that practically every time I use Magic Engine, it's very fun! Also love turning on/off the different sound layers, sometimes just to make fun on-the-fly beats with.
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I play games with the BG turned off sometimes in Ootake, just because I want that added challenge.
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Neat video, although I'm not sure why a few of the games they picked were chosen (Wonderboy in Monsterland, for example). I can't recall ever wondering how Wonderboy achieved its single-plane background.
Look at the window frame in that game. That's usually done by second BG plane or special non scrollable overlaid window. The PCE has none of this ( the SMS has this though. It has a vertical mode overlay window and a horizontal overlap window). The PCE did it all with sprites in that game.
It's interesting to take the sprite layer off and watch the background get all messed up underneath the window.
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That's a pretty amazing video, considering how everything is in real-time. I like how they often show the sprite sizes. :D
I'm glad that they featured some games that people don't normally think of for special effects/tricks. It shows how some of these smaller HuCards were actually doing more than they appear.
Neat video, although I'm not sure why a few of the games they picked were chosen (Wonderboy in Monsterland, for example). I can't recall ever wondering how Wonderboy achieved its single-plane background.
Look at the window frame in that game. That's usually done by second BG plane or special non scrollable overlaid window. The PCE has none of this ( the SMS has this though. It has a vertical mode overlay window and a horizontal overlap window). The PCE did it all with sprites in that game. Though, Legend of Xanadu 1 does it the same, but even better (makes it look like a real BG layer and not a window layer).
That user had done other systems as well. The Famicom video was kinda cool.
Bikkuriman World basically has SFII' PCE worth of extra sprites on-screen at all times, on top of what the average person considers the actual game area. :P
(http://superpcenginegrafx.net/misc/bw1.png)