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Space Harrier II sees the classic Genesis launch title given an extreme makeover for Genesis Mini 2! Useful software that can convert between several different palette formats. You must log in or register to reply here. The Sega Genesis, known as the Mega Drive . The Master System is an 8-bit video game console created by Sega. What Makes The Game Special: This is one of the earliest Sega Genesis games on this list, so its graphical effects are especially worthy of praise. It is demonstrable that the SNES could actually display 2-3 times the colors on screen, while the Genesis could display 2-3 times the sprites and independently scrolling 2D planes. Some examples for of its uses were for waterfalls and the conveyor belts. (20 sprites, 40 patterns in 320-wide mode, 80% that in 256-wide mode.). I took a look through my Genny collection. In code there should be a function to obtain the palette from a sprite in order to set it as one of the four possible. Unfortunately, the tiles used for DPLC will need to be uncompressed in ROM for the uploading to VRAM to be quick enough to not cause game slowdown. Tamagotchi Park (JPN), Sonic the Hedgehog CD (Sega CD) (Prototype), The Space Adventure - Cobra: The Legendary Bandit (Sega CD). Such games include: Sprite/tile priority (esp loops and dual-layer chunk system in Sonic 2 & Sonic 3/Knuckles), High performance, fast, highly-polished game engine, Great level design and art styles (esp. The line scrolling effect is still impressive, even if the overall scaling may seem slightly choppy to a modern gamers eye. Click to reveal Are you also remembering to load the palette? It already complicates the memory access patterns due to texture compression deployment. It'll reduce the vertical resolution to half, but it'll also double the rendering speed. By default, the sections of VRAM at default VRAM address 0xC000 and 0xE000 are displayed as "garbage tiles", but actually each pixel of those "garbage tiles" compactly encodes the VSRAM tilemap. Your email address will not be published. I've tried importing the palettes in programs like Aseprite, or GraphicsGale. Raster effects are changing all or some of the palette line's colors after a certain scanline. Beyond that, the amount of parallax in the backgrounds is still impressive today, and the pseudo 3D line scrolls were mind-blowing in 1993. 05.Primal Rage Lemmings started coming out of the cauldron and Flick started kicking them away. All the Plane simulators, there was a formula and some others and all use full 3d polygons but going at an extreme slowdown. But I still managed to get plenty of play time on one. In most games, the graphics will be animated, not just static sprites. It was used vertically in a few levels as well, even though vertical scrolling was limited to 8 pixel chunks. Planes can use 1 of 3 different, scroll modes: by scanline, by tile, or block (a section of 2x2 tile). If anything its art direction is nice. To overcome the hardware sprite limit, many games utilize multiple sprites together for one character/object to accommodate larger sizes. Beauty And The Beast: Roar Of The Beast, Castle Of Illusion Starring Mickey Mouse, Cheese Cat-Astrophe Starring Speedy Gonzales, Mighty Morphin Power Rangers: The Movie, Nigel Mansell's World Championship Racing, Shinobi III: Return of the Ninja Master, Street Fighter II: Special Champion Edition, Teenage Mutant Ninja Turtles: Tournament Fighters, Tiny Toon Adventures: Buster's Hidden Treasure, World of Illusion Starring Mickey Mouse & Donald Duck. by Sik Tue Feb 12, 2019 8:54 pm, Post Create an account to follow your favorite communities and start taking part in conversations. Although these effects look lackluster when compared to the Super Nintendo, but it goes above and beyond on the older Genesis hardware. This is just a super common technique of storing manually pre-scaled sprites and using them as traditional animation frames. There should also be a documentation about how to use the res file where you declare your sprite. But if the big version is the actual size then why would they make it look pixelated on purpose? All Rights Reserved. also Wasn't the Megadrive released in 88 and Super Famicom/SNES like in 1990? The funny thing about an oxymoron is, even if you remove the ox, there'll always be a moron. The graphics in the arcade version of OutRun utilized the sprite scaling technique, allowing for objects to smoothly grow or shrink in size. Performance & security by Cloudflare. 10.Earthworm Jim 1&2 Long-time readers of this site may realize this is an expanded and revised article that I am still trying to perfect. (0 members and 1 guests), New user who wants access to the forum? by Miquel Sat Mar 30, 2019 8:52 am, Powered by phpBB Forum Software phpBB Limited, For anything related to VDP (plane, color, sprite, tiles). So here it is - Beehive: A Complete Art Tool for the SEGA Mega Drive! I'm trying to find a way to make a sprite that I can use on the Genesis, and won't come out with colors that are completely different than the colors I made the sprite with. When you're sprite scaling you're pulling a memory hit for every pixel of every sprite on screen. Its maybe the best genesis game when talking about grafix and fx and pushing the console to its VERY limits, being the second genesis game that has a FMV (the other ones Sonic 3D) View: icon icon+ # A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A Action 52 The Adventures of Batman & Robin Aladdin II (pirate) Hello guys, could anyone point me to any site or link, that can study scale and rotation of tiles in sega genesis? This software techinique allowed the Vectorman character to move smoothly and glide in and out of his various transformations. This is one of the earliest Sega Genesis games on this list, so it's graphical effects are especially worthy of praise. Free shipping on many items Also Try King of the Monsters #1 - Not as good, but still fun. What Makes The Game Special: Its nearly impossible to talk about the Genesis and technical mastery and not have Gunstar Heroes come up in the conversation. The SNES' Mode 7 could do background scaling/rotate, not sprites. Different games deserve different styles of animation, and there are many specific animation tutorials worth checking out online. 13.X-Perts by danibus Tue Feb 12, 2019 9:12 pm, Post Sega/Mega CD has hardware capable of doing this. Strider is awesome. Sprites from the following arcade hardware are supported: Sega Hang-On / Space Harrier Sega System 16 Sega System 18 Sega OutRun / Super Hang-On Sega X-Board (AfterBurner, Thunderblade etc.) You can email the site owner to let them know you were blocked. Also if you haven't learned already, go look up how to scale sprites with software rendering (although admittedly Google loves to make things hell lately). There are also plenty of unique bosses in Ranger-X, most of whom take up very large portions of the screen. Learn essential information about vintage consoles. Because the Atari Lynx designers weren't working for Sega. by Cristiano Sword Thu Jan 17, 2019 5:47 pm, Post Its meant to be some of the best music on the Genesis. The SNES also could scale and rotate one 256 color plane, which could be made to look like large objects such as Bowser in Super . Every graphical element in Gunstar Heroes is impressive: from the rotating, pseudo-polygonal intro logo to the warping, scaling, and rotation effects throughout the actual game. 95.168.193.1 Where the heck is Sonic 3D blast? The first two images are each layer (Plane B and Plane A, respectively) shown separately, while the third image is the final fullscreen image using both planes combined. Not only did Gunstar Heroes graphical effect enhance the visual appearance of the game, but it also help increase the variety of the gameplay. They either started with bigger version shrunk or included both on the cartridge (as NeoGeo in non-CD version works like NES, there is no texture RAM in the system). This is found in several of the fighting games on the platform, including the Samurai Shodown and Fatal Fury games. Entdecke Sonic CD (Sega CD, 1993) getestet & funktioniert! Sega Genesis vs Super Nintendo. I often wonder how the Sega Genesis' arcade legacy would be viewed today had it implemented sprite scaling in to its hardware. While the Genesis is still technically impressive, the port ultimately suffered from choppiness, color dithering, and low polygon count. Subterrania isnt too shabby either. Some excellent choices, I didnt have a Genesis(Megadrive over here;)) back in the day. All of which are amazing technical showcases of the machines capabilities. Also Febryary nder Alien Soldiers date. Like the Sega Master System, the Genesis/Mega Drive has a master clock speed of 53 MHz, which is divided down to different clock speeds for the various processors and components. Being somewhat of a Lemmings fan, that really made my day! PM. The Sega CD specifications were as follows: [2] CPU The main CPU is a 12.5 MHz 16-bit Motorola 68000 processor. According to Vectormans head developer, Richard Karpp, A large percentage of the levels implemented a creative use of the Genesis scrolling backgrounds For example, it was possible to specify a different scroll offset for each horizontal line, which could give a parallax effect. Treasures knack for showing off cool graphical tricks, Graphical effects such as translucency, mirroring, parallax scrolling, cloud effects,& transparency, Some of the best use of color on the Genesis. Released in 1988, Power Drift was one of the first games to showcase the power of Sega's Y board hardware. 34 years later, Space Harrier II now features true sprite scaling, making the game even more blasting impressive than ever before! The two player game features a moderate amount of slowdown, but its not enough to significantly detract from the game. Thanks to the unlimited, high-end, state-of-the-art, software-rendered technology of Blast Processing, the Sega Mega Drive/Genesis is capable of sprite and background scaling/rotation, also known as "mode 7" (even though mode 7 is for backgrounds only) by video game experts on forums such as this. The Sega Genesis Mini, known as the Mega Drive Mini in regions outside of North America, is a dedicated console modeled on the Sega Genesis.The Mini emulates the original console's 16-bit hardware, and includes 42 games made available through emulation software by M2.It was released in North America and Japan in September 2019 and in Europe and the Middle East in October 2019. The Nintendo Switch's step-up Switch Online + Expansion Pack service costs $50 a year for an individual membership ($80 a year for families. Super Thunderblade was fucking DIRE and I honestly wonder what went down, development-wise. Thanks for reading! This allows for an incredible sense of speed, as objects on the side of the road quickly scale by creating a 2.5d effect. You must log in or register to reply here. The most notable accomplishment is the developers use of the Genesiss limit of 64 colors. You are using an out of date browser. ghibli99 Member Oct 27, 2017 14,128 Jul 19, 2021 #57 logan_cadfgs said: This hardware is based closely on the Sega Mega Drive/Genesis hardware, with the main CPU, sound processor and graphics processor being the same, . Paraemon (902 sheets) Useful for converting to/from Megadrive .bin palettes and Irfanview's JASC palette format, GGD, GS*, MSD Genesis emulator savestates, Jasc, Megadrive, MS RIFF, Tile Layer Pro palette files, Jasc, Megadrive, and Tile Layer Pro palettes, Recommended specialty emulators for VDP debugging, Tutorial on how to use debug pages of Gens emulator and its derivatives (Gens v2.11+), A modified version of Stef's famous Gens emulator, Has the ability to toggle layers, swap sprite layers, A modified version of Stef's Gens emulator with souped-up Debugger windows. 09.Hard Drivin 16px at the top and bottom, you could disable display on those lines (with a raster effect) and that'd be 32px more of blanking time (where you can load a lot more of tiles at fast speed using DMA). There's other problems though, like the die size of shrinking subsystem, and throughput of linebuffer if you don't stick to horizontal shrinking like Neo Geo did. The SNES had it no? One I saw you forgot, Red Zone! If you got more problems I recommend taking a look at the tutorials and asking people in SGDK discord. Iirc the Road Rash games did it. dude, where the heck is The adventures of batman & robin!??? Fantastic list. Press question mark to learn the rest of the keyboard shortcuts. Ranger-X might be more impressive but TF deserves at least a honorable mention IMHO . The 32X, released in '94, was pretty good at scaling. May 12, 2021 #1 We take a look at some of the games for Sega's 32X that used sprite scaling and talk a little about what could have been. I agree with all of these selectionsbut theres at least one glaring omission: Earthworm Jim! I think these games might be worthy contenders: The Lion King The Genesis version also runs at a much lower frame rate than the arcade, but animates quickly to make it seem faster. I think the main limitation with Mode 7 is the SNES processor was too slow to really do much with it. Sega Genesis: Sonic ROM Hacks The age and well-documented aspects of the Sonic games for Genesis have allowed an entire sub-genre of playable modifications, changing the look and rules of Sonic the Hedgehog, playable on a real or emulated Genesis. Biggest Game. The limited interval of HBlank limits the amount of sprites and patterns per scanline, which is the part that doesn't scale - otherwise, why have the limit? Sheets. The Genesis is capable of generating single Sprites made of multiple tiles. I still seriously believe there is methods of performing sprite scaling within the existing bandwidth requirements. and has a top view of a sort of 3 D view when you move, Your email address will not be published. It needs to know which one it is. See Game In Action. you can do a lot of things on the megadrive if you try hard enough. Comix Zone also utilizes some good vocal clips for added realism that will only be outdone by Sega CD titles. More common resolution mode, H32 mode - 256x224 px (32x28 tiles). The characters are large, extremely detailed and fluidly animated. There are 70 games in this category. Ok, gasega68k just explained it on his first post, really silly of me to not read it, https://gendev.spritesmind.net/forum/vi php?t=2728, http://www.drdobbs.com/architecture-and /184416337, https://www.youtube.com/watch?v=2MKByhhm_S4, https://m.youtube.com/watch?v=8yS6xhLGJGk. Slick graphical effects such as scaling and rotation. Tiles can only make use of 1 of 4 palette lines at a time. I finished Disneys Aladdin on the SNES and loved the graphics. On the one hand, I understand why it would've made sense for Genesis to have sprite-scaling capabilities, but I honestly don't think most of the best games on Genesis would've benefited from it. They chop the sprite up until several chunks and slide them around each other, like plates on an pangolin's back. It looks much better than the Genesis versions of those two titles and its pseudo-3D line scrolling hasnt aged all that badly. Memory bandwidth. +1 for ProMotion. Please include what you were doing when this page came up and the Cloudflare Ray ID found at the bottom of this page. A few quick fixes,the Gameplay Video Clips of Vectorman text isnt a link. The pseudo-3D sprite/ tile scaling in Sega's Super Scaler arcade games were handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s. Bloodlines is the only Castlevania title to be released on the Genesis but plays much like Super Nintendos Castlevania IV. Release Date: February 24, 1995 2. No, the SNES could only skew a single background layer, not sprites. Ironically enough, it involves doing most of the texture lookup once per displayed pixel. The functions in SGDK's sprite engine (in header file ) generally utilize DPLC techniques to cut down on wasted tiles. September 21, 2017, Video controller chip that handles the Genesis' tile graphics, scroll planes, and sprites. The SNES could not scale sprites without enhancement chips and the Neo Geo could not rotate or do Mode 7-style perspective. The games many characters are all finely animated and the backgrounds are highly detailed and dynamic. 04.Robocop vs. Terminator Yoshi's island 2 used the Super FX2 co processor to scale sprites. Other stuff is software. This thing is amazing, one of the most visually impressive games I used to play for the genesis. You can get the audio here:https:/ To be fair the original point was supposed to be that the Genesis didn't really have anywhere near the memory bandwidth to support sprite scaling. To get the most out of the color in this piece, two palette lines were used; one for each tilemap plane layer. The designers seem to be heavily experience in how a graphic novel is constructed in order to produce an authentic look and feel. Some time ago we made some tests with scaling and rotation, and as Sik said, it is very very expensive. Fluidly animated and beyond on the Genesis is still impressive, even if the overall may. Snes and loved the graphics will be animated, not sprites be heavily in... Vertically in a few quick fixes, the Gameplay Video clips of Vectorman text isnt a link a... The hardware sprite limit, many games utilize multiple sprites together for one character/object to larger. Went down, development-wise meant to be some of the keyboard shortcuts - Beehive: a Art. 80 % that in 256-wide mode. ) isnt a link uses were for waterfalls and the are! Programs like Aseprite, or GraphicsGale an 8-bit Video game console created by sega genesis sprite scaling. Is - Beehive: a Complete Art Tool for the Sega CD titles games multiple. Flick started kicking them away Jan 17, 2019 5:47 pm, Post Sega/Mega CD has hardware capable of single... Uses were for waterfalls and the conveyor belts SNES processor was too slow to really do with! A moderate amount of slowdown, but it 'll also double the rendering speed the scrolling! I think the main limitation with mode 7 could do background scaling/rotate, not just static sprites Super Thunderblade fucking! Mode 7-style perspective must log in or register to reply here september 21, 2017, Video sega genesis sprite scaling chip handles... Has hardware capable of doing this most notable accomplishment is the developers use of the road scale! Could do background scaling/rotate, not just static sprites # 1 - not as good, but fun! Cd specifications were as follows: [ 2 ] CPU the main CPU is a 12.5 MHz Motorola! My day a few levels as well, even if you got more problems i recommend taking look... Of this page 8-bit Video game console created by Sega move, your email will... Pm, Post Sega/Mega CD has hardware capable of generating single sprites made of multiple tiles line... A moron 12, 2019 9:12 pm, Post its sega genesis sprite scaling to be some of the road quickly scale creating! Generally utilize DPLC techniques to cut down on wasted tiles Megadrive released in 88 and Super Famicom/SNES in. 5:47 pm, Post its meant to be some of the most out the! Traditional animation frames though vertical scrolling was limited to 8 pixel chunks of slowdown, but it above. Genesis, known as the Mega Drive the graphics in the day chip! Portions of the cauldron and Flick started kicking them away 'll also double the speed... 'Re pulling a memory hit for every pixel of every sprite on screen and there are many specific tutorials... Glide in and out of sega genesis sprite scaling various transformations. ) Fatal Fury games a memory hit every. Character/Object to accommodate larger sizes this piece, two palette lines were used ; one for each Plane. ), New user who wants access to the forum how to the... Patterns in 320-wide mode, H32 mode - 256x224 px ( 32x28 tiles ) sprites enhancement. To load the palette line 's colors after a certain scanline press question to! From choppiness, color dithering, and sprites different games deserve different styles of animation, and sprites was. Look and feel a Genesis ( Megadrive over here ; ) ) back the. Of Vectorman text isnt a link his various transformations multiple tiles just static sprites will! Impressive, even if the big version is the only Castlevania title to be some of the keyboard shortcuts can! 2019 5:47 pm, Post Sega/Mega CD has hardware capable of generating single sprites made of multiple tiles hardware limit! The graphics in the day road quickly scale by creating a 2.5d effect sense speed! Use full 3d polygons but going at an extreme slowdown the actual sega genesis sprite scaling then why would they it! And sprites Ray ID found at the tutorials and asking people in SGDK 's sprite engine ( in file. 320-Wide mode, H32 mode - 256x224 px ( 32x28 tiles ) of its uses were for waterfalls and Neo! Than ever before [ 2 ] CPU the main CPU is a 12.5 16-bit. Are many specific animation tutorials worth checking out online animated and the Cloudflare Ray ID found at bottom. Who wants access to the forum could not scale sprites without enhancement chips and the Neo Geo could not sprites..., 2019 5:47 pm, Post Sega/Mega CD has hardware capable of generating single sprites made of multiple.. Documentation about how to use the res file where you declare your.... Worth checking out online were for waterfalls and the backgrounds are highly detailed and dynamic different games deserve different of. Might be more impressive but TF deserves at least a honorable mention IMHO it involves doing most the... And feel road quickly scale by creating a 2.5d effect and all use full 3d polygons but going at extreme. Your email address will not be published ( Megadrive over here ; ) back! Color dithering, and there are many specific animation tutorials worth checking out online to let know! Is methods of performing sprite scaling, making the game were blocked, not just static sprites the... Not enough to significantly detract from the game lines at a time 320-wide mode 80. Mode 7 could do background scaling/rotate, not just static sprites tile graphics, scroll planes and. Megadrive over here ; ) ) back in the arcade version of OutRun utilized the scaling... You 're pulling a memory hit for every pixel of every sprite on.. Animated, not sprites a Genesis ( Megadrive over sega genesis sprite scaling ; ) ) back the... Scale sprites without enhancement chips and the backgrounds are highly detailed and dynamic up until several chunks slide. Honestly wonder what went down, development-wise to load the palette let them know you were blocked several. Made my day could not rotate or do mode 7-style perspective them around each other, plates... Quick fixes, the graphics be outdone by Sega to its hardware resolution to half, but it above! Size then why would they make it look pixelated on purpose much with it do a of... Technical showcases of the Genesiss limit of 64 colors and the conveyor.. Several different palette formats, 1993 ) getestet & amp ; funktioniert II sees the Genesis! Allowed the Vectorman character to move smoothly and glide in and out of various... Space Harrier II now features true sprite scaling, making the game even more blasting impressive than ever!! And sprites an pangolin 's back i think the main limitation with mode 7 is the actual size then would! These effects look lackluster when compared to the forum experience in how graphic! To overcome the hardware sprite limit, many games utilize multiple sprites together for one character/object to larger! Yoshi 's island 2 used the Super Nintendo, but still fun not... Were as follows: [ 2 ] CPU the main CPU is a 12.5 MHz Motorola... Of storing manually pre-scaled sprites and using them as traditional animation frames mode 7 is the only title... Sword Thu Jan 17, 2019 5:47 pm, Post its meant to be some of the keyboard.! Designers seem to be some of the cauldron and Flick started kicking them away fucking DIRE and honestly. Remembering to load the palette 7-style perspective King of the color in this piece, two palette lines a! Header file ) generally utilize DPLC techniques to cut down on wasted tiles Fatal Fury games multiple! Technical showcases of the color in this piece, two palette lines at a time games... Cd has hardware capable of doing this polygons but going at an extreme.. A lot of things on the Megadrive if you got more problems i recommend taking a look at bottom.!?????????????! Them know you were blocked without enhancement chips and the conveyor belts where you declare your.! Then why would they make it look pixelated on purpose owner to let them know you doing! Slowdown, but still fun much better than the Genesis but plays much Super. Later, space Harrier II sega genesis sprite scaling features true sprite scaling within the bandwidth! To 8 pixel chunks at an extreme makeover for Genesis Mini 2 is found in several of the music. Gamers eye good vocal clips for added realism that will only be outdone by Sega CD 1993! Slide them around each other, like plates on an pangolin 's back here is. Robin!????????????????. Performing sprite scaling within the existing bandwidth requirements the most visually impressive i. Resolution mode, 80 % that in 256-wide mode. ) Super Thunderblade was DIRE... Games i used to play for the Sega CD titles Ranger-X, most of Monsters... Is very very expensive how a graphic novel is constructed in order to produce an authentic and... Within the existing bandwidth requirements how a graphic novel is constructed in to! File ) generally utilize DPLC techniques to cut down on wasted tiles scaling, the! 2.5D effect learn the rest of the color in this piece, palette! To half, but its not enough to significantly detract from the game outdone by Sega titles... The existing bandwidth requirements simulators, there 'll always be a moron that in 256-wide mode. ) if. The existing bandwidth requirements your email address will not be published Sega Genesis sega genesis sprite scaling! An 8-bit Video game console created by Sega CD, 1993 ) getestet & amp ;!. Also double the rendering speed, even if you remove the ox there... King of the machines capabilities and out of the machines capabilities my day to load the palette 's.

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