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Dynamic circle effect from Contra 3 / Probotector
#2
For the first effect, the pulsating small shield, I would use a sprite with a perfect circle at fixed resolution and a single color, and then use a raster effect to change the palette value of that color.

The scaling circle to full screen is another issue, used also in Super Mario World as a transition after ending a level. I don't have a clue, it may be good idea to load it into an emulator with debugging support and inspect what's going on. I think that a "circle paint" routine in realtime would be too expensive for the SNES (but would be easily done in Tilengine on current hardware), and the use of a Mode-7 scaling background is not possible because the effect is overlaid on top of another layer(s).

Any other guess?
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RE: Dynamic circle effect from Contra 3 / Probotector - by megamarc - 08-09-2018, 06:26 AM

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