Author Topic: mode 7  (Read 5651 times)

SmartBoy16

  • Contributor
  • Fanatic
  • **
  • Posts: 587
  • Looking for inspiration.....
    • View Profile
    • Email
mode 7
« on: 2008-03-14, 07:03:00 AM »
is there any possibility that an SGDK2 game can generate Mode 7 Graphics? (see: http://en.wikipedia.org/wiki/Mode_7)
Looking to the skies.....

durnurd

  • Lead Lemming
  • Expert
  • Fanatic
  • *****
  • Posts: 1234
  • Games completed so far: 0
    • MSN Messenger - durnurd@hotmail.com
    • View Profile
    • Find My Ed
Re: mode 7
« Reply #1 on: 2008-03-14, 10:39:59 AM »
I did mention it once as far as the SNES goes, but it's never been considered in SGDK2.  It's possible, of course,  yes.  That's not the real question, though.  How is the question.  Modifying the drawing section of the main loop to use two different drawing sprites might work,  Have one layer draw on the 3D layer, and everything else on the front 2D layer.  Then rotate the sprite for the 3D layer on the X axis slightly so that it tilts back and you have a 3D perspective ala Super Nintendo's Final Fantasy airships or Mario Kart race tracks.  You would also need to cover up the sky with something in the distance on the 2D layer, because you're no longer filling up the entire screen with the background.  It would also require changing the inner draw loop of the layer, because you're not drawing a rectangular piece of the layer anymore.  Instead, you're drawing a trapezoid.  Despite all that, this is the simplest method I can think of.  A method of implementing Mode 7 generically to use all of Mode 7's features would be more difficult.  Everything here would involve a lot of C# knowledge.

But there's really no need to do it like Mode 7 so closely.  Mode 7 was invented as a method of fake 3D constrained by the limits of the system.  SGDK2 runs on DirectX 9.  You could make real 3D backgrounds instead.
Edward Dassmesser

Tanja

  • Clever
  • Fanatic
  • ***
  • Posts: 606
    • View Profile
Re: mode 7
« Reply #2 on: 2008-03-16, 05:51:31 AM »
anyone wants to make a 3D demo?

v6v

  • Clever
  • Fanatic
  • ***
  • Posts: 500
  • Has renamed his project to Galaxy!
    • View Profile
    • My Developer Page!
    • Email
Re: mode 7
« Reply #3 on: 2008-04-10, 11:28:14 PM »
AND IT BETTER NOT BE A PRANK!!!!!!!!

durnurd

  • Lead Lemming
  • Expert
  • Fanatic
  • *****
  • Posts: 1234
  • Games completed so far: 0
    • MSN Messenger - durnurd@hotmail.com
    • View Profile
    • Find My Ed
Re: mode 7
« Reply #4 on: 2008-04-12, 08:33:00 PM »
Keep in mind, SGDK2 is not meant for this sort of thing.  Making a 3D demo would perhaps be misleading, since it would require as much if not more work than starting from scratch.  Making a 3D game is something anybody can feel free to do, but using it as a demo of SGDK2's abilities would not be time-effective.
Edward Dassmesser

v6v

  • Clever
  • Fanatic
  • ***
  • Posts: 500
  • Has renamed his project to Galaxy!
    • View Profile
    • My Developer Page!
    • Email
Re: mode 7
« Reply #5 on: 2008-04-12, 09:04:42 PM »
yekk...you got me there...but it would be intresting.

SmartBoy16

  • Contributor
  • Fanatic
  • **
  • Posts: 587
  • Looking for inspiration.....
    • View Profile
    • Email
Re: mode 7
« Reply #6 on: 2008-04-22, 07:11:34 AM »
now that i think about it, anytime i use my SNES emulator and i try to load a game that uses Mode7, nothing happens (sometimes it freezes up)
Looking to the skies.....