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Cool visual effects in 16bit console games.

Phediuk

Member
ThunderForce IV had the coolest parallax I'd seen up to that point:
ESBwLJP.gif

The gif doesn't even pan down to the lake?

c'mon man.
 
Incredible examples all around but Im missing more Treasure stuff. Almost every boss in Gunstar or AS has a special effect in it
 
This is absolutely false, and a pet peeve of mine. Whenever people talk about DKC, they always dismiss the graphics because of pre-rendered sprites, when that's a terribly superficial way of looking at the game. Donkey Kong Country in fact does use tons of hardware-pushing tricks, far more so than most contemporaries on the SNES. Look beyond the sprites and you'll see DKC is do way, way more than the average SNES title.

The vertical parallax trick in DKC2 is a piece of magic.
 

Retro

Member
Another good one. I probably subconsciously blocked out that segment out of frustation (damned Medusa heads).

The only thing worse than Medusa Heads are Medusa Heads you can't really tell exactly where they're at. Such a neat little trick, one of the things that makes Bloodlines my favorite Castlevania (which is really saying something considering how much I love the series).
 

Krejlooc

Banned
Probably not the way I'd have done it, but that works too.

Wut

sin, the mathematical function. You feed it a value, and it gives you a value in return, that swings from -1 to 1 to back to -1 and so forth infinitely. Example:
Sin(1) = 0.8414709848
Sin(2) = 0.90929742682
Sin(3) = 0.14112000806
Sin(4) = -0.7568024953
Sin(5) = -0.95892427466
Sin(6) = -0.27941549819
Sin(7) = 0.65698659871
Sin(8) = 0.98935824662
Sin(9) = 0.41211848524
and so forth

This is because Sin is the Y height of a circle as you trace around the circle (where Cos is the X value... or I might have Y and X mixed up, doesn't really matter) like so:

Mz0Ub96.gif


This calculation cannot be done in the m68k processor of the genesis quickly enough (this is why Yoshi's Island uses a math co-processor for rotation of sprites) so, to fake it, they precalculated out Sin according to 255 radians (approximately a circle), and used the current value of Sin(X) as the offset for the pixels being drawn. So Row 1, at the top of the screen, is offset by Sin(1) which means they shift over a value similar to 0.8414709848 , while row 2 is offset by Sin(2) which means they shift over a value similar to 0.90929742682 and so forth. In actuality, to animate the rolling background, the value of the current row is also added to a figure that counts up as time goes forward, so the starting offset changes each frame.

Because of the way a unit circle works, you can get the values on the opposite side of the circle by negating the value of Sin. So, rather than store all the values of Sin from 0-255, they only stored 1/4 of the values and just multiply by negatives (which the genesis CPU can do quickly) to arrive at the correct values while only using 1/4 the rom space.
 

Sapiens

Member
sin, the mathematical function. You feed it a value, and it gives you a value in return, that swings from -1 to 1 to back to -1 and so forth infinitely. Example:
Sin(1) = 0.8414709848
Sin(2) = 0.90929742682
Sin(3) = 0.14112000806
Sin(4) = -0.7568024953
Sin(5) = -0.95892427466
Sin(6) = -0.27941549819
Sin(7) = 0.65698659871
Sin(8) = 0.98935824662
Sin(9) = 0.41211848524
and so forth

This is because Sin is the Y height of a circle as you trace around the circle (where Cos is the X value... or I might have Y and X mixed up, doesn't really matter) like so:

Mz0Ub96.gif


This calculation cannot be done in the m68k processor of the genesis quickly enough (this is why Yoshi's Island uses a math co-processor for rotation of sprites) so, to fake it, they precalculated out Sin according to 255 radians (approximately a circle), and used the current value of Sin(X) as the offset for the pixels being drawn. So Row 1, at the top of the screen, is offset by Sin(1) which means they shift over a value similar to 0.8414709848 , while row 2 is offset by Sin(2) which means they shift over a value similar to 0.90929742682 and so forth. In actuality, to animate the rolling background, the value of the current row is also added to a figure that counts up as time goes forward, so the starting offset changes each frame.

Because of the way a unit circle works, you can get the values on the opposite side of the circle by negating the value of Sin. So, rather than store all the values of Sin from 0-255, they only stored 1/4 of the values and just multiply by negatives (which the genesis CPU can do quickly) to arrive at the correct values while only using 1/4 the rom space.


That's so weird - I was just looking at that gif from my own google search (thanks to your post). Thx for the cool posts. Wish you didn't have a junior member tag.
 

Phediuk

Member
You are right but i only played the Genesis/Mega Drive version at the time and that doesn't have this particular effect :(

Still the superior version tho IMO

That effect is pretty much the only thing the SNES EW has over the Genesis. Otherwise SNES version is kinda butchered and crappy.
 

Krejlooc

Banned
That's so weird - I was just looking at that gif from my own google search (thanks to your post). Thx for the cool posts. Wish you didn't have a junior member tag.

Sin, Cosine, Tangent, ArcSin, ArcCos, and ArcTangent are probably the mathematical functions I use most when working with graphics. Those functions let you freely calculate and convert angles, vector lengths, etc.

Really important stuff for video game graphics. All that stuff is what people typically learn in trig.

I remember when kids would ask when we'd ever use this stuff. To me, this is the fun kind of math.
 
The only thing worse than Medusa Heads are Medusa Heads you can't really tell exactly where they're at. Such a neat little trick, one of the things that makes Bloodlines my favorite Castlevania (which is really saying something considering how much I love the series).

Seriously. Every level has some great effects, giving lots of visual variety. Bloodlines really shines in the aesthetics department.
 

nkarafo

Member
Another neat effect in Vectorman (that i can't find any footage of, not even a single pic) is some monitors in the background of some later levels. These monitors actually played a short animated loop of the boss IIRC. Imagine something like an animated gif playing in the monitors, in the background. It was pretty impressive and unique for a 16bit console.
 

Krejlooc

Banned
Adventures of Batman & Robin is shock full of neat tricks

M4I0Jf8.gif

so the coolest thing about this right here is how they trick you into feeling like it's doing 4 independent line scroll segments of the screen at once, when it's really only ever doing 2 at the most. What happens is they count hblank interrupts until they get to the portion of the screen they want to work on, then line scroll that portion to create the perspective of the side of the building. There are 3 buildings, but you never go above the top building or below the bottom, so there are only 4 faces ever considered - the bottom face of the top building, the top or bottom face of the bottom building, and the top face of the bottom building. But because of the way the middle building is placed in the middle of the screen, you can't see both of its sides at once, and the roof portion of the middle building is just wide enough that you can't see both the top and bottom buildings at the same time.
 
Shinibo 3 had a lot of cool effects that impressed me but especially the enemies in background looping their way to the foreground was a really nice touch.
 

Retro

Member
Freakin' Krejlooc dropping science and maths in this thread. Lovin' it, even if I don't understand all of it (it's been a while since I had a math lesson).

Seriously. Every level has some great effects, giving lots of visual variety. Bloodlines really shines in the aesthetics department.

And the audio department (In terms of both music and sound fx; it was Michiru Yamane's first CV game, and the Genesis sound chip was perfect for the meaty 'thwomps' and light 'twinkles' you'd want in a Castelvania game). And the difficulty department (Hard, but not excessively so). And the replay-ability department (two characters with diverging routes). Hell, I even like that they went ahead and made a level in a relatively modern, industrial setting (a munitions factory), embracing the game's WW1-era setting.

The only thing I'm not crazy about in Bloodlines is the attempt to tie the Dracula novel to the Castlevania mythology... but in a weird way, it works, considering how much the series openly cribs from external sources.

I'll just link to my big post about it since I'm already kind of gushing; http://www.neogaf.com/forum/showpost.php?p=102462932&postcount=65
 
maxresdefault.jpg


The ship hold levels in DKC2 have always blown my mind. You've got a layer of water with a wave effect, whose surface is actually a dynamic parallax layer that goes both in front and back of the scenery. Meanwhile, in the background of all that, you have another layer of dynamic parallaxes that create the wooden floors/ceilings.

Can someone make a gif of going up/down those levels to show all the different parallaxes in action? It's quite amazing.
 

lazygecko

Member
And the audio department (In terms of both music and sound fx; it was Michiru Yamane's first CV game, and the Genesis sound chip was perfect for the meaty 'thwomps' and light 'twinkles' you'd want in a Castelvania game). And the difficulty department (Hard, but not excessively so). And the replay-ability department (two characters with diverging routes). Hell, I even like that they went ahead and made a level in a relatively modern, industrial setting (a munitions factory), embracing the game's WW1-era setting.

Technically the audio was kind of underwhelming for a Konami game. Doesn't even use any of the extra 4 PSG channels, which makes the arrangement more sparse than they otherwise would be. Compare the music to Rocket Knight Adventures which Yamane also worked on which does use the PSG, and it sounds so much richer.
 

jett

D-Member
This is absolutely false, and a pet peeve of mine. Whenever people talk about DKC, they always dismiss the graphics because of pre-rendered sprites, when that's a terribly superficial way of looking at the game. Donkey Kong Country in fact does use tons of hardware-pushing tricks, far more so than most contemporaries on the SNES. Look beyond the sprites and you'll see DKC is do way, way more than the average SNES title.

Yeah there are a lot of cool effects in the games.

tumblr_neqiitLg3W1tliyz4o5_400.gif


2604493-6598438940-DKC2-.gif


2604496-1396167078-DKC3-.gif


DKC-SlipslideRide.gif


2604499-7404699847-SyCuk.gif


torchlighttrouble-animatedscreenshots-tumblr.gif


tumblr_myjifv3wbh1s20ivko1_500.gif


tumblr_mc0astrre91rct75ho1_400.gif


tumblr_inline_niky3orTDF1r2gkqp.gif
 
Freakin' Krejlooc dropping science and maths in this thread. Lovin' it, even if I don't understand all of it (it's been a while since I had a math lesson).



And the audio department (In terms of both music and sound fx; it was Michiru Yamane's first CV game, and the Genesis sound chip was perfect for the meaty 'thwomps' and light 'twinkles' you'd want in a Castelvania game). And the difficulty department (Hard, but not excessively so). And the replay-ability department (two characters with diverging routes). Hell, I even like that they went ahead and made a level in a relatively modern, industrial setting (a munitions factory), embracing the game's WW1-era setting.

The only thing I'm not crazy about in Bloodlines is the attempt to tie the Dracula novel to the Castlevania mythology... but in a weird way, it works, considering how much the series openly cribs from external sources.

I'll just link to my big post about it since I'm already kind of gushing; http://www.neogaf.com/forum/showpost.php?p=102462932&postcount=65

Excellent writeup. And in complete agreement about the music. Yamane's tracks are lively, memorable, and just straight pumping. Really gets you in the mood to kick some ass.

Also Eric plays much better than John, but I do appreciate the variety regardless.
 

nkarafo

Member
torchlighttrouble-animatedscreenshots-tumblr.gif

Ah, i remember loving this particular effect.

Everytime the parrot changed direction the screen would flash as the flashlight was momentarily in your face.

I remember hearing that they removed this flash effect in the VC version or something?
 

BratmanDu

Member
torchlighttrouble-animatedscreenshots-tumblr.gif

Ah, i remember loving this particular effect.

Everytime the parrot changed direction the screen would flash as the flashlight was momentarily in your face.

I remember hearing that they removed this flash effect in the VC version or something?

Yea i have dkc 1 and 2 on wiiU VC, no lightflash on turns with the parrot and glimmer the angler fish, it stuck out cos i remember that effect so much from playin these to the death as a kid. Doesn't bother me that much but it was a cool effect.
 

nkarafo

Member
Yea i have dkc 1 and 2 on wiiU VC, no lightflash on turns with the parrot and glimmer the angler fish, it stuck out cos i remember that effect so much from playin these to the death as a kid. Doesn't bother me that much but it was a cool effect.
Meh, another reason i never bother with official emulation efforts.
 
torchlighttrouble-animatedscreenshots-tumblr.gif

Ah, i remember loving this particular effect.

Everytime the parrot changed direction the screen would flash as the flashlight was momentarily in your face.

I remember hearing that they removed this flash effect in the VC version or something?

Yeah all VC games that had epilepsy dangers were edited to remove or heavily tone down bright/quick flashes.
 

BratmanDu

Member
Meh, another reason i never bother with official emulation efforts.

Well i got em as part of some eshop offer that let me get trop freeze for cheaper if i had dkc games. It's weird, dkc is 60hz yet dkc2 is 50. Don't know what nintendo are at sometimes.

On topic: loving the gifs in this thread, lotta memories here!
 

Retro

Member
Technically the audio was kind of underwhelming for a Konami game. Doesn't even use any of the extra 4 PSG channels, which makes the arrangement more sparse than they otherwise would be. Compare the music to Rocket Knight Adventures which Yamane also worked on which does use the PSG, and it sounds so much richer.

You're right, though I'd say that it still sounds great in spite of all that.

Also Eric plays much better than John, but I do appreciate the variety regardless.

The deck is stacked against the Belmont; Eric is faster, has longer reach, can attack in 7 directions from standing and his pole-vault is easier to use than the whip swing. Definitely the easier of the two options.

In my opinion, they should have given the whip the longer reach, stripped out all the standing diagonal attacks (jumping ones are alright though, given the added risk) and maybe given John a version of the spear twirl (in my mind, it would be a projectile-deflecting attack for both characters to give the game a defensive move).

Still a great game.
 

retroman

Member
I can stare at some of those GIFs all day.

Here's one from Probotector (aka Contra: Hard Corps) that simultaneously looks awesome and hilarious:

probotector2.gif
 
could someone help me figure out how they did the predator (movie) transparency effects
on the lawnmower man for the super nintendo game?
I always thought that effect was available only after the ps1- 2 era

eidt: cant find gif
mqdefault.jpg
 

mike6467

Member
Sin, Cosine, Tangent, ArcSin, ArcCos, and ArcTangent are probably the mathematical functions I use most when working with graphics. Those functions let you freely calculate and convert angles, vector lengths, etc.

Really important stuff for video game graphics. All that stuff is what people typically learn in trig.

I remember when kids would ask when we'd ever use this stuff. To me, this is the fun kind of math.

I wish someone had told me in high school, maybe I'd still have ended up an electrical engineer, but I wouldn't have ended up learning trig halfway through the degree :D
 
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