Stone Protectors Longplay
This is a unreleased game, Stone Protectors, in the first stage, we have the both conventional A and B layers, and a nice blizzard effect that should not be there, it's all done with sprites. Probably the limit of 80 simultaneous has been exceeded.05:40Even with all this tricks, there is no trace of slowdown or flickeringOn this scene 48 minutes on the video, the developers push the Genesis parallax capabilies for incredible levels.Someone explain these tricks please!Last edited by EPSYLON EAGLE; at 08:11 PM. I don't think it reaches 80 sprites actually. You'd be surprised how few sprites you need to make it feel like it's full of them, all you need to ensure is that they're spread over enough.Are you right about this?
I count more or less 63 individuals snowflakes, thinking from the viewpoint of the developers, maybe it's better to use 8x8 sprites, because the whole HUD, the player, and enemies are also sprites, no much bandwidth left.The Super Nes version (oficially released) use a layer to do this.Last edited by EPSYLON EAGLE; at 07:05 PM. Dungeon quest script. The snowflakes are done by 'recycling' sprites. Since only a handful of snowflakes are drawn per scan-line, they can be re-purposed mid-frame for another snowflake further down the screen ( this is done several times per sprite ).
Imperium romanum game. Imperium Romanum II is the game of the Roman Empire -the greatest and most glorious empire the world has ever known. The rules book describes the intricacies of Roman political, economic, and military conflict. The game-map portrays the whole Roman world, from Britannia to Parthia, in exacting detail, and the 800 game counters depict individual.
That way you only need a couple of sprites to draw dozens of them.The parallax effect isn't anything special ( it's a combination of scroll table capabilities and tile prioritization ). Games like Thunder Force IV push this a lot further.Just to explain the image. From left to right you see: layer B ( low priority ), layer A ( low priority ), layer B ( high priority ), layer A ( high priority ). The white dotted lines indicate a scroll 'seam' and the +/- values indicate the relative horizontal scroll speed of that region. The snowflakes are done by 'recycling' sprites. Since only a handful of snowflakes are drawn per scan-line, they can be re-purposed mid-frame for another snowflake further down the screen ( this is done several times per sprite ). That way you only need a couple of sprites to draw dozens of them.The parallax effect isn't anything special ( it's a combination of scroll table capabilities and tile prioritization ).
Stone Floor Protector to the floor and saturate applicator head. When applicator has been saturated wipe area clear of product and note the color of the flooring where the pool was laid. The darkness of this area is the same darkness the rest of the floor should turn during. So towards the end of the year we'll be putting out a Game Sack episode about unreleased prototypes and homebrews. What do you guys recommend we check out? I ahve quite a bit of stuff already but I want to make sure we have the coolest stuff. I'm sure you guys will have some great suggestions. Demos count, too. Just as long as I can run it on a real NTSC Genesis.
Games like Thunder Force IV push this a lot further.Just to explain the image. From left to right you see: layer B ( low priority ), layer A ( low priority ), layer B ( high priority ), layer A ( high priority ). The white dotted lines indicate a scroll 'seam' and the +/- values indicate the relative horizontal scroll speed of that region.The clouds and mountains scroll overlaps the sky that works as a 'third layer', people tend to ignore when Genesis emulates very well an common trick in Amiga and Super Nes.Genesis SotB do this too.