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Mode 7 for Colecovision


Nicam_Shilova

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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?

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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.

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