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Favorite Uses of Mode 7


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Drew Linky
Wizard
Joined: Jun 12 2009
PostPosted: Aug 13 2012 12:39 pm Reply with quote Back to top

LeshLush wrote:
Syd Lexia wrote:
I have no idea what Crash Team Racing even is.

Mario Kart for children whose parents didn't love them.

Laughing


https://discord.gg/homestuck is where you can find me literally 99% of the time. Stop on by if you feel like it, we're a nice crowd.
 
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Mr. Satire
Joined: Jun 08 2010
Location: Termina Field
PostPosted: Aug 14 2012 03:46 am Reply with quote Back to top

LeshLush wrote:
Syd Lexia wrote:
My understanding is that Yoshi's Island used both Mode 7 and the FX2 chip. I'm not 100% on this, but I'm pretty sure that any time a boss is in the background, it uses Mode 7.

Pretty sure that's correct.

I'm not sure about all of the bosses, but I think the Bowser battle at the end (and any other boss that require scaling) is done with the SNES's sprite scaling abilites, which don't use Mode 7. Mode 7 can only be used on backgrounds, not sprites.


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Drew Linky
Wizard
Joined: Jun 12 2009
PostPosted: Aug 14 2012 03:51 am Reply with quote Back to top

Mr. Satire wrote:
LeshLush wrote:
Syd Lexia wrote:
My understanding is that Yoshi's Island used both Mode 7 and the FX2 chip. I'm not 100% on this, but I'm pretty sure that any time a boss is in the background, it uses Mode 7.

Pretty sure that's correct.

I'm not sure about all of the bosses, but I think the Bowser battle at the end (and any other boss that require scaling) is done with the SNES's sprite scaling abilites, which don't use Mode 7. Mode 7 can only be used on backgrounds, not sprites.

Well, Ralph the Raven used it when he shot himself from the castle to the moon to fight you. And there are a few occasions in fortresses I can remember where you ride a log through a sea of lava or something? And then #4 door in the final level, where the pillars slowly rise and fall in waves.

Or it could be that I'm mistaken and those are in fact not uses of mode 7.


https://discord.gg/homestuck is where you can find me literally 99% of the time. Stop on by if you feel like it, we're a nice crowd.
 
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Syd Lexia
Site Admin
Title: Pop Culture Junkie
Joined: Jul 30 2005
Location: Wakefield, MA
PostPosted: Aug 14 2012 06:21 am Reply with quote Back to top

Mr. Satire wrote:
I'm not sure about all of the bosses, but I think the Bowser battle at the end (and any other boss that require scaling) is done with the SNES's sprite scaling abilites, which don't use Mode 7. Mode 7 can only be used on backgrounds, not sprites.

[SPOILER:6b82e17ce2]Mode 7 can only work on backgrounds, not sprites; therefore, any object that does not rotate/scale with the background must be a sprite, even items that would normally be thought of as part of the background, such as fixed platforms. The game developer must create a sprite with the same appearance as that object. For instance, in Super Castlevania IV, battles in which a boss rotates, such as with Koranot (which is a large golem), have the mobile boss as the background, while the blocks on which the protagonist stands are sprites. With the obvious enhancements, this is similar to how some NES games featured battles against a giant movable boss without the slowdown and flicker inherent in a large sprite set—by making the boss the background, and then moving and animating it. Both systems' examples only must apply to objects in the horizontal plane of the moving object. For instance, a floor, ceiling or scoreboard can remain part of a background in both the NES and SNES examples as long as they are completely "above" or "below" the field of gameplay. They can also be turned into sprites if the whole screen is needed, but this can cause slowdown.

That Mode 7 cannot be used on sprites means that each "size" of an "approaching" sprite for a given distance has to be pre-drawn, meaning that one would see sprites "jump" between a limited number of sizes when "approaching" them. This can be seen in Super Mario Kart and HyperZone whenever an object approaches, or when walking vertically on the Final Fantasy VI map with an airship in view.

Similarly, sprite "rotations" have to be handled through pre-drawing unless they are done with hardware included in the game cartridge such as the Super FX 2 chip as with Super Mario World 2: Yoshi's Island. A notable workaround does exist and can be seen in the second boss battle in Contra III: The Alien Wars and the battles against Reznor (platform wall support), Iggy (battle platform), Larry (also the platform), Morton, Ludwig, Roy, and Bowser in Super Mario World. In these examples, the boss is a "background" and therefore rotates through Mode 7, and the scoreboard, which is "above" the field of play, is also a background, but the floor of battle's cracks are, as with the players and gunfire, "sprites" that are redrawn under various rotations as the player rotates. However, this only allows one "sprite" to be manipulated at once.

One exception to Mode 7-like effects on sprites handled neither by pre-drawing nor by external chips occurs in Tales of Phantasia and Star Ocean, where re-rendering of sprites on the fly is done entirely by the software. In ToP, the player sprite vertically stretches upon walking onto a save spot, and in Star Ocean, items "squash" upon "popping out of" an open treasure chest. Due to the extra tiles needed for such rendering and the other high system demands throughout those games (both used a form of streaming audio to circumvent the SPC700's limited capacity, and as with most high-end SNES RPGs, used a variable width font), such rendering was limited to those few scenes.[/SPOILER:6b82e17ce2]
The short answer is you're wrong. The long answer is that you're technically correct, but programmers found ways around that limitation.
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LeshLush
Joined: Oct 19 2009
Location: Nashville, TN
PostPosted: Sep 24 2012 12:37 am Reply with quote Back to top

This gets me every time. So amazing,

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