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SuperGrafx VPC demos [message #667] | Thu, 08 February 2007 19:06 | |||
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A HUGE thanks goes to the mednafen team for all their work and SGX emulation This is an SGX demo that shows off a transparency trick using the VPC. There are a number different tricks you can do with the VPC, this just shows off one of them. Here is the readme 8/30/06. SGX Demo VPC #1 This is a one of few SuperGrafx VPC demos. This demo shows a simple and easy transparency effect. The effect is achieved by setting the VPC regs $0008/$0009 to $77. The sprite from VDC #1 needs to be set to low priorty, the same sprite needs to exist in VDC #2 (as high priority) and in the same position of the sprite of VDC #1, but assigned to an alternate palette (lighte/darker or different HUE/ color). When the two sprites pass infront of the an opaque part of BG 1, the sprite from VDC #1 will be set behind the BG from VDC #1 - causing the sprite from VDC #2 to show on top. You can control the sprite with the D-pad. Button I cycles through 4 H-sync settings - none (normal), sin wave, VDC #1 BG blur, disable VDC BG (turn off effect). As of this writing the demo only runs on mednafen(0.6.3) with the SGX option or the real SuperGrafx hardware. You can download the demo - here. A few pics.. Here's VPC demo #2. The readme. 9/16/06. SGX Demo VPC #2 This is the second demo in the series of SuperGrafx VPC demos. This demo shows more transparency effects through the use of the VPC two 'window' settings. There are 4 different window configurations; window 1, window 2, window 1 & 2 (overlap), and no windows. No 'active' windows does not mean the display is disabled. You have have up to 3 window configurations in a given scanline. If changes to the window settings are made during active display, they will take effect on the following scanline. By changing the width of the windows on each scanline you can build simple shapes. You can also invert the shapes too - e.g. end of a stage effect in Super Mario World. In this demo I have duplicate sprites and backgrounds for VDC #1 and VDC #2. One VDC has sprites and background tiles using the normal color palette, while the other VDC sprites and background tiles uses the alt palette. I set the VPC to enable VDC #1 display for window 2 only - window overlap and no window have have only VDC #2 enabled. I also set the priority modes to noraml. None of the background tiles use transparent color 0. On an interesting side note: using priority mode 10b, you can cut additional holes into the transparency VDC layer. Button II switches between transparency modes. Button I toggles 'blur mode'. And a few screen shots. | ||||
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Re: SuperGrafx VPC demos [message #668 is a reply to message #667 ] | Thu, 08 February 2007 19:07 | |||
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Can't wait to see your new demo To tell the true, I have a "little something" on SGX here: http://www.bestsharing.com/files/ms00194777/Manta.rar.html But first let me explain, this pack was made for the nectasy coder apprentice member, it contain a full (hopefully debuged)hucard/iso version of manta, (poorly commented)source and graphs included. The interresting part is in the "bonus" repertory, you'll find a playable demo of Mario (a private joke for a certain nectasy member), an already know castlevania sgx demo and.... a strider SGX demo Okay just a test, with 352x224 (against 388x224 arcade resolution) full background and sprite ripped from the CPS1 version. Really incomplete and buggy (the sprite handling is horrible) but it's certainly the sole strider we'll ever see on SGX. BTW, this version has a bug on VPC gestion wich prevent it to run on true hardware, only on yame or mednafen, we can discuss of this later. I taken a pause in Sonic coding and started a little hybrid platform game for the PCE/SGX, It may be ready for christmas, like manta last year. | ||||
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Re: SuperGrafx VPC demos [message #669 is a reply to message #667 ] | Thu, 08 February 2007 19:07 | |||
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you beat me to it I had some sprites converted for a Strider demo. I had a plan to get the first level up and running and then release it(anonymously) to the rom community and let them think it was the long lost SGX alpha version Awesome job Btw, I heard you were looking to do some transparency effects. I just thought a new one the other day. I need to figure out some timing issues of the VDC DMA reg, but if all goes well we'll be able to do gradients of transparency similar to the SNES. When it's up and working, I'll send you a private demo with source comments. Also, I came up with a way to do the exact style of scrolls like the first level of Thunder Force 4( the ocean level with the cloud part) eventhough the SGX does not have changable proirity settings between the BG's. I just need to somehow rip the tiles and maps from the game and convert them to PCE format. -Rich | ||||
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