Author Topic: Sonic Z-Treme  (Read 10593 times)

XL2

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Re: Sonic Z-Treme
« Reply #210 on: April 14, 2018, 10:56:08 pm »
These games use the color calculation  (with ratios) to make a smooth fade in and fade out. It's what I'm doing now. It might be possible with CLUT sprites too, but I have to try a few more things first. But the only way to do actual gouraud shading on color bank sprites requires a ton of color RAM, but you only have 4 KB shared for all the background layers and the color bank sprites.
High res mode is attractive, but you can't simply flip a switch and make it work. You really need to setup everything in a specific way and there are many limitations.
I could try it for menus and such, but even for that I don't want to waste time on it.

XL2

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Re: Sonic Z-Treme
« Reply #211 on: April 20, 2018, 05:14:51 pm »
Just a small update to show the Sonic R-style fade in/out.

https://youtu.be/r4Gkgqitv44

ponut64

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Re: Sonic Z-Treme
« Reply #212 on: Today at 02:24:34 pm »
Thanks for posting that here.

I always did have the idea of using VDP2 layers for fade-in / fade-out (obviously, what else would you use).
I'm curious though, are those RBG or NBG layers?

XL2

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Re: Sonic Z-Treme
« Reply #213 on: Today at 03:56:24 pm »
Well, gouraud shading works well for fade in/out as long as the color fits the backscreen.
I'm using a NBG0 bitmap layer, but with splitscreen managing the backgrounds gets a bit complicated.

 

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