Kirk_Johnston Posted August 26, 2022 Share Posted August 26, 2022 (edited) SNES Background Modes (< click to view the article detailing them) Let me know what you think. PS. If you find any errors then also make sure to let me know about those too. Thanks. Edited August 27, 2022 by Kirk_Johnston Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted August 27, 2022 Share Posted August 27, 2022 I liked how you gave credit to Super Aleste and Prehistorik Man. One example that I think would have improved this is Tales of Phantasia. Quote Link to comment Share on other sites More sharing options...
Kirk_Johnston Posted August 27, 2022 Author Share Posted August 27, 2022 (edited) 5 hours ago, SlidellMan said: I liked how you gave credit to Super Aleste and Prehistorik Man. One example that I think would have improved this is Tales of Phantasia. Thanks. Which background mode would you put that under, and where in the game is the example of the mode being used that I could point to? Edited August 27, 2022 by Kirk_Johnston Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted August 27, 2022 Share Posted August 27, 2022 The line scrolling used in random encounters are a good start, and Mode 7 is used for overworld maps. Quote Link to comment Share on other sites More sharing options...
Tanooki Posted August 27, 2022 Share Posted August 27, 2022 You know you poached a good bit of info, it works. And as you said videos tend to leave stuff out. One being the honest amount of colors the SNES can display when using it's various full bag of standardized tricks under Mode 0. Mode 7 is the one every wets the bed over but it's also one of the more limited modes since resources are dumped into taking and moving, scaling, rotating an entire flat background as if it were some 3D plane to play with. Some modes that say they stop at 256 colors technically but I don't recall if it ever really was tapped outside of some demos. What it did well though was high resolution backgrounds, sometimes basic menus like Secret of Mana, or a nice moving background in a shooter like Spriggan Powered did which was beautiful. A notable thing Nintendo did have going for it, highly colorful still images, including converted screen captures from a picture to the screen. Indiana Jones Greatest Adventures had quite a few snaps from the movies used with text below to play out chunks of the story around some stages or as the game itself started up. The next time I recalled seeing that trick used again was a few years later on GBC where it also exploited the palette on still images to have far more colors than expected and you can see that on the Tomb Raider titles among others. I think what was done in both cases was you'd take each background layer, spread your stock image over multiple layers exploiting the color limitations of each to smash it down and have a higher color still. 1 Quote Link to comment Share on other sites More sharing options...
johannesmutlu Posted August 28, 2022 Share Posted August 28, 2022 For years i tout that mode 7 allows a 2D background to be rotated and moved around in real 3D space, BUT i have readed just that the background is just getting shrinked,stretched or scewed in all directions,if that’s true then is there no 3D space involved to allow such tricks on snes??? i also do wonder how the dsp improves mode 7 on mario kart? Like what does ot do,does it generate it’s own mode 7 graphics to be streamed to the HDMA channel? Or does it take over the snes cpu and does it generate it’s own mode 7??? Quote Link to comment Share on other sites More sharing options...
Kirk_Johnston Posted September 1, 2022 Author Share Posted September 1, 2022 (edited) On 8/28/2022 at 12:24 PM, johannesmutlu said: For years i tout that mode 7 allows a 2D background to be rotated and moved around in real 3D space, BUT i have readed just that the background is just getting shrinked,stretched or scewed in all directions,if that’s true then is there no 3D space involved to allow such tricks on snes??? i also do wonder how the dsp improves mode 7 on mario kart? Like what does ot do,does it generate it’s own mode 7 graphics to be streamed to the HDMA channel? Or does it take over the snes cpu and does it generate it’s own mode 7??? I think I recall reading the DSP is used here for more advanced arithmetic and calculations mostly related to the sprites actually. As far as I remember, it doesn't really have any bearing on the Mode 7 track(s). But someone else could probably provide more detail on this. Edited September 1, 2022 by Kirk_Johnston 1 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted October 2, 2022 Share Posted October 2, 2022 I just realized that Yoshi's Island used Mode 0 for World 6-8's hallway before Baby Bowser. 2 Quote Link to comment Share on other sites More sharing options...
Kirk_Johnston Posted October 3, 2022 Author Share Posted October 3, 2022 20 hours ago, SlidellMan said: I just realized that Yoshi's Island used Mode 0 for World 6-8's hallway before Baby Bowser. Yeah, it's one of the rare uses of this mode. 1 Quote Link to comment Share on other sites More sharing options...
johannesmutlu Posted October 22, 2022 Share Posted October 22, 2022 On 10/2/2022 at 9:47 PM, SlidellMan said: I just realized that Yoshi's Island used Mode 0 for World 6-8's hallway before Baby Bowser. WoooW now that’s really really impressive so eventrough mode 0 wasn’t used for 99,99% at all except for a few parts in a few snes game including in bowser’s room of yoshi’s island, and interestingly enough,while in the snes version you will see all 4 background layers in that room,BUT in the gba version,you will only see atleast 3 background layers, this is definitely an interesting note about it, i never knew that untill now, another thing i didn’t realized untill recently in that warphing backgrounds, in the snes version you will see background warping both horizontally and vertically while in the gba version you will only see vertical warping and that warping isn’t even real,all it does is cycle trough each background at different presets to fake a warping effect,i don’t know why nintendo didn’t had try it trough software,maybe they wasted already alot of power for generating polygons trough software,mmmm, anyway i prefer the snes version because the gba version has been kindergardenized anyway☹️. 1 Quote Link to comment Share on other sites More sharing options...
Kirk_Johnston Posted October 23, 2022 Author Share Posted October 23, 2022 17 hours ago, johannesmutlu said: WoooW now that’s really really impressive so eventrough mode 0 wasn’t used for 99,99% at all except for a few parts in a few snes game including in bowser’s room of yoshi’s island, and interestingly enough,while in the snes version you will see all 4 background layers in that room,BUT in the gba version,you will only see atleast 3 background layers, this is definitely an interesting note about it, i never knew that untill now, another thing i didn’t realized untill recently in that warphing backgrounds, in the snes version you will see background warping both horizontally and vertically while in the gba version you will only see vertical warping and that warping isn’t even real,all it does is cycle trough each background at different presets to fake a warping effect,i don’t know why nintendo didn’t had try it trough software,maybe they wasted already alot of power for generating polygons trough software,mmmm, anyway i prefer the snes version because the gba version has been kindergardenized anyway☹️. Yeah, I prefer the SNES version across the board. 2 Quote Link to comment Share on other sites More sharing options...
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