Kirk_Johnston Posted January 10 Share Posted January 10 (edited) I was looking at the video below a moment ago and it occured to me, if you draw an entire simple background using nothing but the main backdrop colour and HDMA to constantly change the colours down the screen to fake say a simple [perspective] ceiling, wall [with some protruding and sunken row elements, like a skirting board for example, as per the example in the video below) and [perspective] floor effect, you could then use one real scrolling background layer on top of that to create a basic overlapping parallax effect that only uses a single background layer in total (and the fake layer basically costs very little and takes up no VRAM resources on SNES, as it's just changing the colour during HBlank using HDMA): That would still leave 2-3 additional background layers to play with too, and it adds up to a max of five overlapping parallax background layers before any row/line scrolling effects and the like are used. And, additionally, if you also use the two window/shape masks the SNES can draw, you could even fake another one or two simple silhouette layers in the foreground or whatever there too. There's also the more common method of sacrificing some sprites to fake some overlapping parallax layer element as well, which was something the Genesis often did to create the illusion that it actually had three overlapping parallax layers (and PC Engine did in quite a few games too, in order to get over its single background layer limit). Really, in the right hands, you could simulate a whole load of properly overlapping parallax layers on SNES. So, here's the challenge, can you find more examples of the SNES using the backdrop colour plus HDMA and/or window/shapes masks to fake additional overlapping parallax layers and the like? Edited January 10 by Kirk_Johnston Quote Link to comment Share on other sites More sharing options...
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