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EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01 

Retro Game Mechanics Explained
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28 сен 2024

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Комментарии : 580   
@SamzaNemesis
@SamzaNemesis 5 лет назад
The battle backgrounds in Earthbound were created by Shigesato Itoi pressing his palms hard into his eyeballs, screaming, and describing to his programmers what he saw.
@indejcriptible
@indejcriptible 5 лет назад
source on this?
@blubiart
@blubiart 5 лет назад
@@indejcriptible @rockcock64 on twitter twitter.com/rockcock64/status/1160544595622748160
@b0mbware
@b0mbware 5 лет назад
I just pressed my palms into my eyeballs and you are so right
@reginangel_official
@reginangel_official 5 лет назад
@@b0mbware same rn i saw trippy stuff.
@Bacony_Cakes
@Bacony_Cakes 5 лет назад
The screaming is the most important part.
@TheRedCap
@TheRedCap 5 лет назад
I'm a programmer. Doing this on 20+ year old hardware makes my head spin. I have so much respect for those older programmers.
@proxy1035
@proxy1035 5 лет назад
this is one reason i love old tech. 1. it's so accessible today that you could just spend like >100 bucks to get yourself everything you need to build, program, and use your own 8 bit computer. 2. the hardware is simple and slow enough to actuall work with and debug without emulation or just hoping that the hardware works. but at the same time it's complex enough to pretty much write everything you could want. 3. you really start to appreciate the work of the programmers and designers of such old systems. because of how creatively they go around limitations... nowadays that seems like a dead skill. and you can even see how much the Programmers learned during the life time of a system. for example on the NES, Super Mario Bros 1 was pretty simple... Super Mario Bros 3 ran on the exact same hardware and even today some people still mistake it for a SNES title... another example, the C64... at the strat barely anyone used the powerful SID chip for music, it was mostly just for sound effects, MULE was one of the first games to use it for music, and just compare it to other titles from much later... MULE Theme, each channel was giving a single waveform and it stayed that way the whole song: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-VBDxUR7rIhs.html Supremacy, Programmers noticed you can change waveforms on the go and... just listen: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Bdz5X814bNQ.html
@CapnSlipp
@CapnSlipp 5 лет назад
TheRedCap Honestly, when you're dealing with DMA writes and color palettes to draw graphics on a daily basis, throwing some fun math into your algorithms to see what happens just kind of happens. Heck, sometimes stuff like this would happen as a happy accident, because of an off-by-one bug or similar. This type of stuff is much harder nowadays where most common operations are abstracted away, and you tend to only see simplified APIs. I started my career in 2007 working on Nintendo DS games, and (since the DS was largely based on the GBA), many of these kinds of techniques were still relevant.
@cathacker13
@cathacker13 5 лет назад
Let's talk about the fact this was done using assembly
@23Scadu
@23Scadu 5 лет назад
If you think this is impressive, I hope you're subscribed to GameHut.
@TheRedCap
@TheRedCap 5 лет назад
@@23Scadu oh I am pal. I am...
@jumbledfox2098
@jumbledfox2098 27 дней назад
2:23 "Now for the fun stuff, by using something called MDMA, we can see these backgrounds with our eyes closed!"
@FzeroVaporeon
@FzeroVaporeon День назад
I'm pretty sure MDMA is not really like the serotonergic psychedelics that make these kinds of hallucinations
@jumbledfox2098
@jumbledfox2098 День назад
@@FzeroVaporeon as an experienced user i have gotten these kinds of fractals before
@FzeroVaporeon
@FzeroVaporeon День назад
@@jumbledfox2098 I see, not completely surprising.
@dontmindme6520
@dontmindme6520 5 лет назад
I can still hear those backgrounds even without the music.
@fireaza
@fireaza 5 лет назад
Do, do, dooo! Da! Da! Do, do, dooo! Da! Da!
@bobisnotaperson
@bobisnotaperson 5 лет назад
Removes backgrounds from Earthbound. **Weird Music Stops**
@erikaisadiah
@erikaisadiah 4 года назад
I love how that somehow makes perfect sense
@Shadow404x
@Shadow404x 3 года назад
@@bobisnotaperson try playing Earthbound Beginnings
@eggnogisdead
@eggnogisdead 5 месяцев назад
⁠​⁠@@bobisnotaperson no battle backgrounds in mother 1 and almost all the battle songs you hear are dwananananaooooo… dee dee dee…
@eduardorpg64
@eduardorpg64 5 лет назад
Limitations breed creativity indeed. My respects for the Nintendo programmers for creating this neat and curious visual effects!
@livvy94
@livvy94 5 лет назад
Fun fact, the dev team's internal name for these backgrounds was "video drugs." heh
@PScoopYT
@PScoopYT 5 лет назад
IIRC, "Video drugs" was an actual thing in Japan! It's similar to these backgrounds too.
@alanbrito141
@alanbrito141 5 лет назад
Where does it say that?
@ActionGamerAaron
@ActionGamerAaron 5 лет назад
@@alanbrito141 In this interview it was translated as 'video relaxant'. yomuka.wordpress.com/2009/06/21/weekly-famitsu-september-9-1994/
@ERROR24016
@ERROR24016 5 лет назад
I think there was also an unused item with the same name, where using it will bring up a text box saying: "what the hey is this?"
@Karmageddon415
@Karmageddon415 5 лет назад
Hi Vince
@BBSplat
@BBSplat 5 лет назад
Would love to see an explanation of Chrono Trigger's time gates, as well as possibly the backgrounds during the Lavos fight!
@Smaxx
@Smaxx 5 лет назад
Time gates are most likely using the same effect. Upper/lower part can be mirrored and distorted just like in this video. The wobbly circles are most likely just palette animations again.
@smzig
@smzig 5 лет назад
@@Smaxx Time gates use mode 7 as well.
@Smaxx
@Smaxx 5 лет назад
@@smzig Yes, exactly. Mode 7 allows scaling and rotating of a background layer, combined with the methods from this video, modifying the scale/rotation for each individual scanline you get the typical fake depth effect/3D transformation for a single plane.
@MaxwelThuThu
@MaxwelThuThu 5 лет назад
The time gates were made with Mode 7 mirrored up and down. Above the Mode 7 layer, the entire screen is filled with sprites doing a translucent glowing effect just with color animation.
@matesafranka6110
@matesafranka6110 5 лет назад
The time gates were actually explained on Boundary Break: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2Ja3TdujlDg.html (relevant part starts at 2:23). It's basically a scrolling background layer that's clipped into a circular shape (probably using HDMA, if the knowledge I acquired from this channel serves me well :D)
@mechatek3370
@mechatek3370 5 лет назад
I was always curious on how they've done this!
@Smaxx
@Smaxx 5 лет назад
Also noteworthy how Game Boy games such as Link's Awakening or Pokemon used similar techniques with even more limited capabilities (such as only having 3+1 colors only).
@timmydirtyrat6015
@timmydirtyrat6015 5 лет назад
I've played both of those, when does anything like this happen in them?
@timmydirtyrat6015
@timmydirtyrat6015 5 лет назад
When does anything like this happen in those games?
@Smaxx
@Smaxx 5 лет назад
@@timmydirtyrat6015 Various transitions, in Link's Awakening most notably when using the Dream Shrine or the Ocarina.
@timmydirtyrat6015
@timmydirtyrat6015 5 лет назад
@@SmaxxOh, my bad, I'm still playing through Link's Awakening and I haven't gotten to those yet.
@Smaxx
@Smaxx 5 лет назад
@@timmydirtyrat6015 No worries, just wait and you'll see. :)
@Imirui
@Imirui 2 года назад
navbox: 0:20 Titlecard 0:30 types of effects 0:50 Palette Cycling 1:43 Background Scrolling 2:25 Horizontal Oscillation 3:36 Interleaved Oscillation 4:32 Vertical Oscillation 5:53 Transparency 7:04 Giygas
@adriangarciahernandez889
@adriangarciahernandez889 5 лет назад
Dude, as a game developer in practice, please, never stop doing these, they are so helpfull and amazing to watch
@BirdRaiserE
@BirdRaiserE 5 лет назад
0:40 Ah, I was wondering how I could possibly describe what I see when I close my eyes and squint real hard. Good to hear it has a name
@joecrafter05
@joecrafter05 8 дней назад
I like how every time you beat a Sanctuary Guardian, the next Background of the next Guardian is each time more and more complex
@haniyasu8236
@haniyasu8236 5 лет назад
Now I want to know how they actually _computed_ the sine waves..... I imagine it was probably just a LUT but that stuff's expensive to be doing every single scan-line....
@magnum3.14
@magnum3.14 5 лет назад
HDMA transfers/copies values from one memory region (likely the work ram) to another location (likely video ram). I guess the values for the waves are already in memory, maybe combined (interleaved) with other values that are copied to the video ram.
@KuraIthys
@KuraIthys 5 лет назад
Almost certainly pre-computer LUT's in ROM. There's little to no reason to calculate such a thing dynamically in most situations. And because HDMA copies a list of values per scanline... All you need is an appropriate list for the effect in question stored in ROM. Since most effects are static or vary very little over time, that's all you need. Same thing applies to mode 7 perspective effects. since mode 7 doesn't actually do perspective, you'd have to calculate the perspective transform parameters for each scanline. Except, since this never changes the whole time you're using the effect unless you alter the nature of the effect, you can just use a pre-computed table for the effect.
@Qhartb
@Qhartb 5 лет назад
If you're just polling equally-spaced points of the sine function, you could pretty inexpensively simulate an oscillator from its differential equation much more cheaply than independently evaluating points of the sine function. Pretty sure Castlevania's Medusa heads did that every frame, but it's probably cheap enough to do every scanline.
@MarioFanGamer659
@MarioFanGamer659 5 лет назад
In addition, the SNES supports fast multiplication which it internally uses to calculate the mode 7 transformation but can be used for your own calculation on any other background mode.
@GameDevYal
@GameDevYal 5 лет назад
You only need to store a quarter of the sine LUT since it's got a lot of nice symmetry, so they probably went for that approach (speed over space)... I've seen that the first three Sonic games did the same to handle all the loops/slope geometry efficiently so it probably was a common technique in those days.
@etherraichu
@etherraichu 5 лет назад
1:30 oh god, this background forces my eyes to do the thing that lets you see the image in Magic Eye pictures.
@Used__Napkin
@Used__Napkin 5 лет назад
I always love learning new things about my favorite games
@RT55J
@RT55J 5 лет назад
An overview of how "raster roads" work, like the ones in Rad Racer, Top Gear, or the Mad Hatter fight in Batman and Robin for the Genesis, would be excellent.
@bolson42
@bolson42 5 лет назад
Yes! Earthbound backgrounds. Those things tripped me out, I always wondered how they worked
@DaVince21
@DaVince21 5 лет назад
This was simply great. I'd love to see a video on the effects used in Terranigma. Both the first overworld's warping effect and the several different text effects and movements. Another good one might be an explanation on how the music with lyrics is accomplished in Tales of Phantasia.
@JetWolfEX
@JetWolfEX 5 лет назад
I was going to suggest that too. Terranigma has effects seemingly unique to that game.
@user-rs1990
@user-rs1990 5 лет назад
Thank you so much for this! Earthbound was certainly made to take advantage of SNES hardware!
@milesbrown2261
@milesbrown2261 5 лет назад
Man I LOVE earthbound’s battle graphics!
@j_c_93
@j_c_93 Год назад
This video is so well-done that this channel was an instant subscribe for me.
@AB-ts6dn
@AB-ts6dn 3 года назад
This is such a good in depth video thank you , earthbound was definitely ahead of its time visually graphically it didn’t age that well but I still love it.
@MakotoIchinose
@MakotoIchinose 5 лет назад
It's really amazing how seemingly simple HDMA transform algorithms (which in result is a primitive oscillation trick - something you can do with actual trigonometry math in modern shader programming) and palette cycling can make up a trippy yet nice backgrounds. I think this is good reference for those who just started in learning shaders.
@jimvervoort621
@jimvervoort621 5 лет назад
oh wow so all the backgrounds are images, i could see most of the ones that were a single image but i thought some used animation but its just effects dome by the console. really cool video and would love to see a mother 3 version of this if there are any differences
@POSTELVIS
@POSTELVIS 5 лет назад
This is a wonderful video! I knew iwata and his team were talented but to have it explained expertly is even more cool!
@icedude_907
@icedude_907 5 лет назад
Man, I have always wondered how this was done. Thanks for making this!
@teofilled
@teofilled 4 года назад
well explained, thanks! your videos are amazing, and those battle scenes always looked like some demoscene effect to me, so kudos for the reengineering and making it understandable, how they work!
@DollarTaco
@DollarTaco 2 года назад
Fantastic! I always wondered if there was a breakdown out there about this specific effect in that game, and I assumed nobody cared enough to go into it. Thank you for making these videos!
@benjaminbrady2385
@benjaminbrady2385 5 лет назад
Oh man, this is an amazing video! I've been waiting for this ever since I read about you doing this at some point on your website!
@happily_blue
@happily_blue 2 месяца назад
That's SO COOL!!! Giygas is present from the beginning
@EveryDooDarnDiddlyDay
@EveryDooDarnDiddlyDay 5 лет назад
I don't care what anyone says, this is the 3rd best video about graphics on RU-vid.
@goatbone
@goatbone 5 лет назад
Love it and I haven't even started watching it yet.
@goatbone
@goatbone 5 лет назад
Finished now. Was always intrigued by these background animations. So glad to learn about them.
@einootspork
@einootspork 5 лет назад
I love watching the video quality go to crap in an EarthBound playthrough whenever they beat Giygas. Pay attention to the background at 7:47
@-king-1230
@-king-1230 4 года назад
It must've been a headache for the devs to figure this shit out. Mad respect for doing it
@ramsoope8520
@ramsoope8520 5 лет назад
RU-vid just recommended this video to me on a whim and I gotta say, idk exactly everything thats going on here but I'm hooked
@peachparee7647
@peachparee7647 5 лет назад
Finally someone mentions the creepy static Giygas in the intro.
@levidesforges-moxon7485
@levidesforges-moxon7485 4 года назад
Earthbound battle backgrounds look like bus seats
@JossCard42
@JossCard42 5 лет назад
Just jumping in before I start the video to say how excited I am for a video on the Battle backgrounds of Earthbound!
@edwardota1991
@edwardota1991 2 года назад
I'm making an RPG with similiar backgrounds and this video helped me a lot. Thank you!
@CatShapedDonut
@CatShapedDonut 5 дней назад
THANK YOU SO MUCH I LOVE THIS EFFECT
@coreyrachar9694
@coreyrachar9694 2 года назад
The backgrounds were just one part of a masterpiece. Damn what deadly game.
@vuurniacsquarewave5091
@vuurniacsquarewave5091 5 лет назад
I think NES techniques like CHR-RAM tile swapping and shifting to produce faux parallax scrolling and CHR-ROM bank switching can be interesting, as well as how exactly the Battletoads drum sounds are created which is apparently some sort of digital synthesis pushed through the 7-bit DAC of the 5th sound channel.
@kimgkomg
@kimgkomg 5 лет назад
One thing that I've always been curious about is the many extra chips used in Nes games. Things like the Vrc6 and how they work are not very well documented (in video form).
@Zero-X6773
@Zero-X6773 5 лет назад
I love these videos! You have a great way of showing how things work, and I love the detail that you go into for the explanations. Keep em’ coming!
@curtmack
@curtmack 5 лет назад
Chrono Trigger's spell effects might be worth looking at, they make good use of windowing. And of course, if you're doing a video on Chrono Trigger's effects, you'd have to cover the time warp and time gate effects, too.
@pr0ntab
@pr0ntab 5 лет назад
Indeed. It's got some pretty impressive variety of effects using various layers and modes. Did you know windowing updated via HDMA was used to draw the keyhole animation during secret level exits in SMW?
@empiredirt6530
@empiredirt6530 2 года назад
gorgeous! I was curious how some of these effects were achieved and this video was exactly what I wanted to see.
@BattleAngelAlita1
@BattleAngelAlita1 5 лет назад
I didn’t know I needed this video but I needed this video
@FinalManaTrigger
@FinalManaTrigger 5 лет назад
This is seriously the coolest thing I've seen in a long time. I probably sounded like Owen Wilson through the whole thing. :)
@Gangfang
@Gangfang 11 месяцев назад
This is SOOOOO much more complicated than I thought lol
@williamdrum9899
@williamdrum9899 2 года назад
Gotta love screen scrambling effects (think the Subrosian Portal from Zelda Oracle of Seasons or Psychic type attacks in Pokemon). On systems with limited memory like the Game Boy, these visual effects take up almost no space in comparison to actual game graphics, as they're done using code rather than graphics data.
@JillofTrades
@JillofTrades 2 года назад
This is amazing how so little is used to make something so big!
@smuglutena3254
@smuglutena3254 5 лет назад
I know many people have commented this before, but we need a video on Yoshi's Island. Especially one focused on the bosses. It is absolutely insane how the devs managed to make that all work on a 16 bit console and a chip or two.
@kingofbingus468
@kingofbingus468 11 месяцев назад
i am so glad someone talked about this!! i have always wondered about these
@hburke7799
@hburke7799 20 дней назад
it's such a shame that YT compression takes a toll on quite a few of these... but incredible video overall!
@Inhake
@Inhake 5 лет назад
inject this video into my veins
@JamieKitchens6
@JamieKitchens6 5 лет назад
Me too.
@justsomeone4347
@justsomeone4347 5 лет назад
I feel like the markers had too much fun with this.
@schreipfelerer1782
@schreipfelerer1782 5 лет назад
I love your Videos man!
@philiphanhurst2655
@philiphanhurst2655 5 лет назад
I’ve achieved similar effects in unity using sine functions and other effects on UVs. It’s a lot of fun!
@TAAAKYON
@TAAAKYON Год назад
I can't believe that this game is almost 30 years old, my dad was only 9 at the time
@EdsonCruz
@EdsonCruz 5 лет назад
I freaking love this channel so much.
@taben9jake
@taben9jake 5 лет назад
Thanks for the breakdown, love to see you in my sub menu:) also, it may be too new, but I always loved how black smoke effects looked on ps1 games. Tomba 2 and Threads of Fate/Dewprism come to mind.
@SuperShesh2
@SuperShesh2 5 лет назад
Your editing is amazing and your explanations go so well with them
@Lugiaskr
@Lugiaskr 5 лет назад
thanks for always providing such unique and fascinating content
@The-64th-Gamer
@The-64th-Gamer 5 лет назад
Would love to see how the water effects were done in DKC3's Lakeside Limbo, especially with how the kongs can intersect through the middle of the water sprite!
@MarioFanGamer659
@MarioFanGamer659 4 года назад
It's certainly difficult to explain without visuals as it involves main- and subscreen tricky with colour addition.
@innabox7040
@innabox7040 3 года назад
Glad I watched this video. I'm making a game and thought of some backgrounds and animations and stuff and thought I had to draw everything pixel by pixel lmao
@tammygardner6028
@tammygardner6028 Год назад
The battle backgrounds are canonically energy waves sent from enemy attacjs there's a secret dialogue when you make a phone call mid battle where the phone reads their mind and tells you what their thinking or gives translations of dialogue connected to their side of the fight as there's mentions of enemies talking or making sounds
@tammygardner6028
@tammygardner6028 Год назад
For instance any character multi turn character attack described with sounds that could be attempts at communicating with you or a call for help
@tammygardner6028
@tammygardner6028 Год назад
Like the stalwart trees if you do this Easter egg you apparently hear sign language being read aloud to you and the in game character looking at the screen seeing a emoticon being read out in individual components of the enemy's POV showing it sees you as a invisible wall
@tammygardner6028
@tammygardner6028 Год назад
This works with zombies hula guys and certain bosses
@tammygardner6028
@tammygardner6028 Год назад
The bosses dialogue Hints at them being tricked into a unecessary fight
@tammygardner6028
@tammygardner6028 Год назад
Star man's dialogue mentions he is a guy in a mech suit and is a member of a alien planet's counterpart to a swat team
@iBenjamin1000
@iBenjamin1000 5 лет назад
Pretty cool! Since your title says audiovisuals, I'd also love to hear about how music and sounds were composed, in Earthbound or other games.
@itstaifuni9361
@itstaifuni9361 5 лет назад
Why don’t you have more subs? You are great at this stuff!
@feni_1553
@feni_1553 2 года назад
Fun fact: Infiltrating the Airship's Yo-yo Battle uses the Earthbound theme while the Dirk Battle is Final Fantasy instead.
@QuintusCunctator
@QuintusCunctator 5 лет назад
This is a testament to the fact that limitations can often stimulate ingenuity. It's incredible to think what can be done with a "simple" palette rotation. Case in point: www.effectgames.com/demos/canvascycle/
@Lugmillord
@Lugmillord 5 лет назад
This game really isn't easy on the eyes. Probably the harshest epilepsy contender of all of gaming.
@smzig
@smzig 5 лет назад
I want to know how they achieved those amazing graphics in the Bahamut Lagoon opening. It's borderline PS1 level.
@netowgtz
@netowgtz 4 года назад
I dont understand much of this, but i really like it
@spoonybard13
@spoonybard13 5 лет назад
In the Famicom game Pooyan, the intro song features a lot of percussive and sound effects which seem to be made by updating the frequency of the pulse channels at a rate faster than 60Hz. It'd be interesting to know how this was done, considering a majority of other NES games don't use this effect much. I think some other video referred to it as the "linear counter" but it didn't go in depth at all about it.
@RighteousBisonEnjoyer
@RighteousBisonEnjoyer Год назад
This guy could probably build a super nintendo with sticks and stones
@NoahtheEpicGuy
@NoahtheEpicGuy 5 лет назад
listened to this with the starman junior theme and it fit perfectly.
@misspika661
@misspika661 2 года назад
Your video is very interesting and I learned a lot thanks to it :) I'm looking to make a video game and I have an idea to make a secret boss fight where we would play in the style of mother 3. I needed to know how the funds in battle worked in this game, thank you a lot! Mother 3 is a beautiful game
@forgado7396
@forgado7396 5 лет назад
Finally, I have the answer I've been waiting so long to hear.
@MantaRaydiated
@MantaRaydiated 3 года назад
Honestly these effects could work really well for a photo editing websites. You upload an image and can use the 6 effects mentioned here to modify the original image.
@ChaseIsDaAce
@ChaseIsDaAce 5 лет назад
Love ur channel!
@eveappleby2211
@eveappleby2211 5 лет назад
Always absolutely love the videos, keep it up
@VitaEx
@VitaEx 5 лет назад
This is awesome thank you for this
@legendari-on-yt-you-mfers
@legendari-on-yt-you-mfers 8 месяцев назад
We need a website that lets us create our own EB battle backgrounds
@knightlife98
@knightlife98 5 лет назад
They really did kill it, with Earthbound...!!!! I loved that game, man!!!!
@DeadLikeYou
@DeadLikeYou 5 лет назад
These visualizations are amazing!
@crithcraft
@crithcraft 3 года назад
It's just blow my mind!
@MarriedToLetsPlay
@MarriedToLetsPlay 5 лет назад
How Tales of Phantasia stores it's full vocal song would be a fun topic. I know a little bit of it, but would love a full RGME explaination.
@NaitorStudios
@NaitorStudios 5 лет назад
I would like to know how colision and physics work in SMW, specially related to slopes and moving platforms
@Marcsine
@Marcsine 4 года назад
I think this would be a lot easier to understand if you made your own Earthbound-style background step by step.
@TheBeeshSpweesh
@TheBeeshSpweesh 5 лет назад
Maybe can you do the special stages from Sonic 1? The stages had some kind of rotation effect, but the Genesis/Mega Drive had no background rotation support in hardware.
@KuraIthys
@KuraIthys 5 лет назад
would be interesting to see the actual process. Based on what the MD was good at my guess is it's sprite animation; due to hardware horizontal/vertical flip, a single assymetric sprite would give 4 rotation angles. do about 4 rotated versions of a single object and you have 16 directions due to the hardware. Now all you need to do (well, I say all, but it's a nontrivial calculation for a CPU of that era) is determine how the scene is rotating, place all the sprites appropriately onscreen, then do a lookup to get the appropriate rotated version of each sprite making up the labyrinth. The nice thing is since the whole 'background' rotates at the same rate, you can work out the angle once and use it for all sprite lookups. Only the coordinates to draw each sprite at (and which sprites need drawing) has to be calculated. I could be completely wrong of course, but I'd be very surprised if it's anything other than sprites...
@TheBeeshSpweesh
@TheBeeshSpweesh 5 лет назад
@@KuraIthys The flip functions only reverse the graphics in one direction. The only rotation that you can achieve (by combining both horizontal and vertical flip) is 180 degrees.
@57Rye
@57Rye 5 лет назад
You're a legend.
@newdykung6775
@newdykung6775 5 лет назад
This is why it take 2 years to program those background Very amazing for 26 years game
@miguelescobedo5112
@miguelescobedo5112 5 лет назад
Citizens Of Earth and Citizens Of Space also use the Audiovisual Effect which is pretty cool.
@johneygd
@johneygd 5 лет назад
It’s amezing how those background layers along with different effects don’t cancle out eachother, am mean, for instance if the first background layer tells the light beam to draw white pixels while the second background tell the light beam to draw only black pixels all at the same time, they’re supposed to cancle out eachother because the light beam will probably interpretate as half black,half white,thus ending up generating color gray, same thing should happen with all other colors,but not sure about this theory. Either way i just really can’t wait for the fully documented audio department because am really impatience & curious about that.
@vega1287
@vega1287 5 лет назад
i know a game called terranigma has a neat scrolling effect witch makes the umderworld look like the imside of a cilinder
@neverhelios
@neverhelios 5 лет назад
Thanks, it's very helpful to learn some graphical mechanics
@MapleMilk
@MapleMilk 5 лет назад
Perfect video about one of my perfect games!
@nintendoloverin9567
@nintendoloverin9567 4 года назад
I love your channel! I wondered how they made some of the late game spell effects in Lufia II and if similar looking effects in the Enix games were also made by Oscillation stuff. Also a video compilation about some small animation tricks would be really cool! Subpixel animation, but also like different cycling methods of frames. I love the way you manage to how different things can look that way in this video, simply by combining two things. It is so much easier to understand! I know it is probably done by Palette Cycling but I was always really fascinated by the healing/spell effects in Secret of Mana and Evermore! And I wonder how it is done to make the game "stop" while spells were casted. Man I have great respect for the people who made games back then. So many limitations and yet they were able to make amazing stuff with it.
@einootspork
@einootspork 4 года назад
This might seem basic, but I've always wondered how exactly the "sunrise" and "lights on" effects were done at the beginning of EarthBound. I know it's color math, but did they have a look-up table for each color as it smoothly transitions? Because that sounds crazy. But the alternative is actually procedurally calculating the color change in runtime, which also sounds crazy.
@MarioFanGamer659
@MarioFanGamer659 4 года назад
Just change a single colour. A look up table is too complicated if all you need to do is to take the colour's deltas.
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