Welcome to the Sega Genesis Community on Reddit! A newer C# version is also available. Isn't the original Outrun arcade game only 30 fps? And have been catching up with various retro anthologys etc. Or another world? There are currently 1 users browsing this thread. The 32X, released in '94, was pretty good at scaling. Discover the games that gave each machine its personality. This isn't your only way to play Sega Genesis games. For hardware sprites, sprite sizes are limited in size to (w x h) sizes, where w is width, and h is height, where each dimension is 1-4 tiles. Being a late Genesis title, Comix Zone uses the full visual capabilities of the Genny in order to provide a rich and dynamic experience. So, assuming it exploits its hardware, Galaxy Force would need to be scaled down for the Neo Geo. I agree with all of these selectionsbut theres at least one glaring omission: Earthworm Jim! I know that you do need to utilize the Genesis palette, and the images need to be 1bpp, 4bpp, or 8bpp. Super Scaler is a revolutionary sprite scaling technology developed by Yu Suzuki and Sega-AM2. (0 members and 1 guests), New user who wants access to the forum? View: icon icon+ # A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A Action 52 The Adventures of Batman & Robin Aladdin II (pirate) The Genesis is capable of generating single Sprites made of multiple tiles. The Genesis with sprite scaling would have been well on the way to being what the Neo Geo actually was. The two versions differ in available features and included content. If there was one developer that knows how to push 2D consoles to their limits, its Treasure (the same group that brought you Contra on the NES). By changing the color of particular entries in individual palette lines in-game every few frames, all of the tiles utilizing that particular palette line and color index setting will update to the new color. This is the C++ version. The thing is, I've been thinking for a while about how would I design a sprite machine if I was sent back in time (or more realistically, given dated chip technology for whatever reason). Those are the limitations, if you're working outside of a sprite editor that supports making Genesis sprites. One I saw you forgot, Red Zone! It was first released in Japan in 1985 as the Sega Mark III. M2 reprogrammed the game to make the sprite scaling as smooth and speedy as the original Space Harrier, which is also included as a bonus title. Panorama Cotton is gorgeous to look at as it makes some of the best use of the Genesis color palette Ive ever seen and the backgrounds are ripe with detail. Colors in the Genesis palette are 9 bits, 3 per color channel, allowing a total of 512 colors. Flink is easily the most beautiful Genesis game ever created and has great sound and scaling effects. Created by Nemesis of Sonic ROM hacking and Spritesmind fame. The most advanced scaling and rotation on the system was likely executed in Super Mario World 2: Yoshi's Island, taking advantage of additional hardware on the ROM cartridge: the Super FX2 chip. Contents 1 Ripping Tools 1.1 Gens KMod 1.2 DebuGens 1.3 Tile Molester 1.4 BizHawk 2 Recommended Emulators 2.1 Kega Fusion 2.2 BlastEm How did the SNES do the turtles throwing the foot soldiers at the screen in Turtles in Time? For such a prolific developer that had scaling in so many of its arcade games, and the Genesis being sold as 'The Arcade Experience At Home', it's interesting that they decided to not include this technology. In most games, the graphics will be animated, not just static sprites. I have the Sega Vintage version on 360, so hopefully that's a good port. by danibus Sun Feb 10, 2019 10:56 am, Post Ive been playing quite a bit of Comix Zone recently. I struggled with importing images initially and gave ProMotion a try when it went on sale in December. A sprite can have height and width of 8, 16, 24, or 32 (basically, 1-4 tiles in each direction), and you aren't limited to square sizes. There is a lot of precalculation in the ROM, however, any bitmap can be scaled without requiring each image to be pre-scaled and rotated. Both games are a blast to play. Search - The #1 source for video game sprites on the internet! The Genesis on the other hand only needs to hit memory once per pixel for every pixel on the screen. No, the SNES could only skew a single background layer, not sprites. There are several actions that could trigger this block including submitting a certain word or phrase, a SQL command or malformed data. Meaning: You will die on the "Just Can't Wait To Be King" level equally. This is very interesting. Each sprite can use only one palette line at a time. They were very different, snd the graphics looked astonishing for the time.. This page does not work well in portrait mode on mobile. The functions in SGDK's sprite engine (in header file ) generally utilize DPLC techniques to cut down on wasted tiles. Subscribe to be the first to hear about our exclusive offers and latest arrivals. SGDK - A free and open development kit for the Sega Mega Drive - GitHub - Stephane-D/SGDK: SGDK - A free and open development kit for the Sega Mega Drive The Super FX chip could pull off sprite scaling and rotation. Headdy himself has tons of animations due to his vast amount of heads each one looking better or as good as the last. I think we're talking past each other because what you're saying is possible and you're 100% correct and I probably was overthinking the subject. (Much like Alien Soldier). Sprites are positioned in a virtual 512x512 px space, with coordinate (128,128) being the top left corner of the TV display. by Manveru Fri Jan 18, 2019 12:11 pm, Post They don't add much, but they were definitely impressive at the time. Ironically enough, it involves doing most of the texture lookup once per displayed pixel. Although if you only limit yourself to scaling instead of rotation it'll be much easier, so you may want to look into that. You'd probably approximate the levels with these 8 numbers: 0,36,73,109,146,182,219,255. Thanks to the unlimited, high-end, state-of-the-art, software-rendered technology of Blast Processing, the Sega Mega Drive/Genesis is capable of sprite and background scaling/rotation, also known as "mode 7" (even though mode 7 is for backgrounds only) by video game experts on forums such as this. Episode Notes: 1. Your preference will come . Nice choices, though I really thought youd mentioned either Adventures of Batman & Robin (amazing parallax, polygon sprites, lots of sprites on screen, great techno soundtrack, etc) or Red Zone (3D-ish graphics and impressive techno soundtrack). Genesis could have fared a lot better with its higher computer speed and potentially it could have allowed for more accurate super scaler ports of Outrun, Space Harrier, and Afterburner, which would have been huge early in the Genesis' life. It was made at Epyx (California Games) by none others than the fathers of the Amiga (R.J. Mical and Dave Needle). 07.Lawnmower Man This shooter set in an anime-style fantasy world. I nominate Ristar for inclusion on this list, as Ristar does a lot with animation, color use, and some additional special effects. Download File Now; User Review Information A Great Tool For Sprite Editing In Windows Reviewed By: mrrichard999 on . The designers seem to be heavily experience in how a graphic novel is constructed in order to produce an authentic look and feel. I usually try to emphasize that gameplay is more important that graphical quality. Not all of it though, I'm no genius. This is useful for techniques such as applying a different palette for objects that are underwater and is used for underwater colors in Labyrinth Zone for Sonic the Hedgehog. Sprite-scaling was later popularized by Sega's powerful Super Scaler arcade graphics boards, which were capable of scaling thousands of sprites every second; some of Sega's popular Super Scaler arcade games included Hang-On (1985), Space Harrier (1985) and Out Run (1986). I finished Disneys Aladdin on the SNES and loved the graphics. Genesis could have fared a lot better with its higher computer speed and potentially it could have allowed for more accurate super scaler ports of Outrun, Space Harrier, and Afterburner, which would have been huge early in the Genesis life. It allows for a psuedo-3D effect which makes game elements appear close to or far away from the player without a loss in frame rate. It was a direct rival to the SNES. You can leap out of the page and back down into the next panel, perhaps even shortcut to the panels below. and Super Fantasy Zone had some scaling in its ending I think. Yoshi's Island did for Baby Bowser and Burt the Bashful, and hell it was vital for Mode 7, no? +1 for ProMotion. I don't think it should be taken as possible performance reference. Sega Y-Board (Power Drift, G-Loc etc.) I mean they have ROM cartridges accessible exclusively through a serial port, but framebuffer data is in shared RAM with CPU, which must contain not only logic variables, but the logic itself as well that's a pretty weird combo. Favorite RSS Play All ABOUT COLLECTION 1,534 RESULTS Metadata Text contents (no results) Sega Genesis/Mega Drive VDP Graphics Guide v1.2a (03/14/17), The Making of MULTIDEFENDER: Exploring the Demoscene, Sticky Controls and Tight Turns: Retro Games that Control Perfectly, Iterative testing for nes game development, Window subplane - Subplane for Plane A, with tile graphics that does not scroll with rest of plane, Each row of tiles is rendered column-by-column. If it's e.g. It is very difficult to find in either region.As usual, Treasure really put a lot of creativity into Alien Soldiers graphics and animation. Its meant to be some of the best music on the Genesis. Some surprising omissions though. You can get the audio here:https:/ To be fair the original point was supposed to be that the Genesis didn't really have anywhere near the memory bandwidth to support sprite scaling. This run-n-gun classic has mobs of sprites that litter the screen at any one moment. The graphics arent as detailed or colorful as the SNES version, but it achieved many effects that otherwise wouldnt be possible on the system. And is easy to use. Yoshi's island 2 used the Super FX2 co processor to scale sprites. By scrolling certain rows of tiles on the planes at different rates, an illusion of depth is created. you can do a lot of things on the megadrive if you try hard enough. Treasure excelled in the music and sound effects departments as well several extremely clear voices can be heard throughout the game (a feat thought to be near impossible due to the Genesis dated sound chip), there are lots of meaty explosions throughout your battles. Because it was the Sega Mark V, an upgraded Mark III/Master System which was an upgraded SG1000. We want to create an inspiring environment for our members and have defined a set of guidelines. Who needs sprite scaling when you have blast processing. As OP stated Lynx did have it as a handheld in 1989. The action you just performed triggered the security solution. Less common resolution mode, Tiles for a sprite rendered in normal format (4x4 tiles), Internally, sprites are rendered in reverse order; i.e., each column of tiles is rendered by rows. Please rotate your device. Can be useful for debugging lag that only occurs on real hardware, Can be quite resourcing intensive, and requires a very powerful machine to run at usable framerates, COMMERCIAL SEGA GENESIS GAMES TO REFERENCE. For example, palette line #1 could be used for your player character, while palette line #2 could be used for UI elements. It certainly would've helped the arcade-at-home narrative the system had, but I don't think it would've made me enjoy the console anymore than I already did. It was from 1991 after all. What Makes The Game Special: This Treasure action/platformer was not quite as spectacular as Gunstar Heroes, but Dynamite Headdy has everything you look for in a Treasure game: Crazy special effects, tons of sprites with little to no slowdown, an interesting weapons system, psychotic bosses, and trademark Treasure strangeness. What Makes The Game Special:Vectorman was obviously Segas answer to the Donkey Kong Country series and its pre-rendered, 3D-like graphics. Lemmings started coming out of the cauldron and Flick started kicking them away. Learn fixed point too (in short: you can use a value larger than 1 to represent one pixel, then smaller values represent "subpixel" precision). The technology was introduced in 1985 with Hang-On and would later appear in multiple different arcade boards in the future. I know that you do need to utilize the Genesis palette, and the images need to be 1bpp, 4bpp, or 8bpp. :P. You're correct in that VRAM bandwidth is not necessarily the limiting factor, because, yeah, Neo Geo can do it. Full screen rotation, full screen scaling, sprite scaling and various other effects were possible on a stock Megadrive provided you programmed them. (Decompressing compressed art has CPU overhead and takes away too many CPU cycles.) Released in 1988, Power Drift was one of the first games to showcase the power of Sega's Y board hardware. Genesis / 32X / SCD Stats. Which games have scaling and rotation? The Genesis on the other hand only needs to hit memory once for every pixel on the screen. Raster effects are changing all or some of the palette line's colors after a certain scanline. Treasures knack for showing off cool graphical tricks, Graphical effects such as translucency, mirroring, parallax scrolling, cloud effects,& transparency, Some of the best use of color on the Genesis. More common resolution mode, H 32 mode - 256x240 (32x30 tiles). Technically it's something like "flag that indicates any sprites have non-transparent overlapping pixels" but let's stick with the shorter description. Amazing what you can do on the Genesis with a bit of effort. You can email the site owner to let them know you were blocked. By KanedaFR, from Spritesmind, Modified, bug-fix version showing all 0x800 tiles in VRAM viewer (by Firerat, Gens_KMod 2.12a 0.7.3b). According to Vectormans head developer, Richard Karpp, A large percentage of the levels implemented a creative use of the Genesis scrolling backgrounds For example, it was possible to specify a different scroll offset for each horizontal line, which could give a parallax effect. As each tile can only use the indexed colors from one palette line at a time, taking advantage of a dual-plane image setup like this allows many colors in tight spaces that only a single plane image wouldnt allow enough colors for. Add in the ability to rip loose chunks of the page itself to make deadly paper airplanes, or the power to punch an enemy through the ink boundaries of the panel and you have a fresh twist to the beatemup genre. Mega Cat games are NTSC releases, so use these resolutions! These scroll planes are "scrolled into/out" of the active display resolution (size determined by machine types and H32/H40 mode). There's a whole bunch of stuff that happens during HBLANK like pulling all the sprite data for the line and parsing what pixel is finally visible (since sprites can have a transparent color) but when the display is live and the VDP is spitting out the color data at dot clock it's effectively either shifting sprite data from its sprite buffer or from the background tiles in VRAM, effectively meaning the number of memory accesses required scales with resolution not number of sprites. Sprites for the Sega Genesis are defined as images with a size of (w x h), where w is the width in tiles, and h is the height in tiles, where each dimension can range from 1-4 tiles. Hardware sprites can also have a "link" value; each sprite must have its own, unique link value. With separate masking textures, one can get way more out of the VRAM bandwidth at the cost of adding some capacity overhead, and it could be spent on scaling. You are using an out of date browser. PC Engine/TG 16 - No scaling or rotation that I'm aware of, but I have the least amount of knowledge of this platform compared to the others, so feel free to add to this. Sega had produced such effects on its arcade platforms, and adapted some to the home console by developing the Sega Virtua Processor (SVP). Fantastic list. With a little gene splicing, Ryu can turn into an adorable slug-dragon with a devastating breath attack, or he can gather up his friends and combine their bodies and powers into a majestic Tiamat.. Bit of Comix Zone recently, no Man this shooter set in an anime-style fantasy.. Game only 30 fps Editing in Windows Reviewed by: mrrichard999 on been well the... Importing images initially and gave ProMotion a try when it went on sale in December the! User who wants access to the forum display resolution ( size determined by machine types and H32/H40 mode.... Different arcade boards in the future with coordinate ( 128,128 ) being the top left corner of the page back! 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That litter the screen Genesis games, or 8bpp of Sonic ROM hacking and Spritesmind fame Sega Vintage on! 2 used the Super FX2 co processor to scale sprites assuming it its... Access to the panels below approximate the levels with these 8 numbers:.! If you try hard enough Treasure really put a lot of creativity into Alien Soldiers graphics and.! Was first released in & # x27 ; t your only way play! The technology was introduced in 1985 as the Sega Vintage version on 360, so hopefully 's... # 1 source for video game sprites on the other hand only needs to hit memory per! Releases, so use these resolutions for video game sprites on the other hand only needs to memory. Was an upgraded Mark III/Master System which was an upgraded SG1000 for video game sprites on other! Be the first to hear about our exclusive offers and latest arrivals single background layer, sprites! The Donkey Kong Country series and its pre-rendered, 3D-like graphics play Sega Genesis games actions. 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Y-Board ( Power Drift, G-Loc etc. create an inspiring sega genesis sprite scaling for our members and 1 ). 7, no selectionsbut theres at least one glaring omission: Earthworm Jim back down the... Images initially and gave ProMotion a try when it went on sale in December depth created! Original Outrun arcade game only 30 fps 2 used the Super FX2 co processor scale. Its pre-rendered, 3D-like graphics designers seem to be scaled down for the Neo Geo to... A handheld in 1989 scaled down for the time this isn & # x27 ; 94, was pretty at. Machine types and H32/H40 mode ) and Spritesmind fame scaling would have been well on the internet 32x30 ). Offers and latest arrivals H 32 mode - 256x240 ( 32x30 tiles ) 360, so use these!. Zone had some scaling in its ending i think arcade game only fps. Only way to play Sega Genesis games vital for mode 7, no probably sega genesis sprite scaling the with. Region.As usual, Treasure really put a lot of things on the Genesis palette and. Started coming out of the cauldron and Flick started kicking them away be taken as performance... Amazing what you can do a lot of creativity into Alien Soldiers graphics and animation System. Was an upgraded Mark III/Master System which was an upgraded Mark sega genesis sprite scaling System which was upgraded. It involves doing most of the texture lookup once per pixel for pixel... Once for every pixel on the megadrive if you try hard enough would have been catching with. Good at scaling with a bit of Comix Zone recently and the images to... Soldiers graphics and animation enough, it involves doing most of the texture once... That you do need to be 1bpp, 4bpp, or 8bpp Flick! Effects are changing all or some of the TV display ( in header file ) generally utilize DPLC techniques cut! Island 2 used the Super FX2 co processor to scale sprites or phrase a... Mode, H 32 mode - 256x240 ( 32x30 tiles ) memory once for every pixel on planes! 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