Nicam_Shilova Posted October 25, 2022 Share Posted October 25, 2022 I succeed to develop a software mode 7 for Colecovision. This game works with real hardware,don't requires Super Game Module and you can play it with driving module. Game is available below. game rug.rom 7 3 Quote Link to comment Share on other sites More sharing options...
+5-11under Posted October 25, 2022 Share Posted October 25, 2022 What are the specs of mode 7? Quote Link to comment Share on other sites More sharing options...
adamcon Posted October 25, 2022 Share Posted October 25, 2022 2 hours ago, Nicam_Shilova said: I succeed to develop a software mode 7 for Colecovision. This game works with real hardware,don't requires Super Game Module and you can play it with driving module. Game is available below. game rug.rom 23.05 kB · 11 downloads COOL Quote Link to comment Share on other sites More sharing options...
Falonn Posted October 25, 2022 Share Posted October 25, 2022 Does that actually use a proper "overhead" texture that is being transformed based on the viewing angle (like the SNES's Mode 7)? Or is it more of a one-off trick like a lot of racing games from this era use? Either way, it's impressive to see it running on the stock hardware! What's the practical limit on the size of the texture map? Quote Link to comment Share on other sites More sharing options...
youki Posted October 26, 2022 Share Posted October 26, 2022 Really cool ! 👍 Quote Link to comment Share on other sites More sharing options...
Nicam_Shilova Posted October 26, 2022 Author Share Posted October 26, 2022 20 hours ago, 5-11under said: What are the specs of mode 7? 18 hours ago, Falonn said: Does that actually use a proper "overhead" texture that is being transformed based on the viewing angle (like the SNES's Mode 7)? Or is it more of a one-off trick like a lot of racing games from this era use? Either way, it's impressive to see it running on the stock hardware! What's the practical limit on the size of the texture map? This mode 7 is based on these theories : - The map texture is a array where each value is equivalent to a color for each dot. - Display selection element is a part from the map texture and can rotate from itself. - Rotation effect use a curve which perform a perfect loop and four markers in this loop are puted so that they form a perfect square (in reality, three markers are really required). - For perspective effect, I change for each row to display the size of elements selected. Lines at the bottom of the screen select less pixels and upper lines select more pixels. There's nothing for it but to select some elements from upper lines in order to create a perspective effect. Evidently it's easier said than done. More to find rights algorithms, you have to consider Colecovision capacities. I must have made many concessions and twisted algorithms in order to get this result. Do your best if this tempting you. Quote Link to comment Share on other sites More sharing options...
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