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Re: SNES Mode-7 [Re: Tails01] #406178
08/14/12 21:15
08/14/12 21:15
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Although I cannot test it easily myself because of the missing bitmaps, I can see that it works quite well in your youtube video, good job! The reason for the relatively low framerate probably is the use of pixel instructions, they are very slow. As HeelX already has mentioned, a shader would speed up the whole process remarkably.
(And just ignore ratchet's post.)


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Re: SNES Mode-7 [Re: Superku] #406183
08/14/12 23:07
08/14/12 23:07
Joined: Apr 2008
Posts: 139
Japan, Osaka
Tails01 Offline OP
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Tails01  Offline OP
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Joined: Apr 2008
Posts: 139
Japan, Osaka
Quote:
Although I cannot test it easily myself because of the missing bitmaps


sure I forget about it, so here is the complete folder with script, some bitmaps and a precompiled version of it.

DOWNLOAD "Mode7_Example"


An implemented second-rate idea is better than a good idea, which gathering dust in your brain.
Re: SNES Mode-7 [Re: Tails01] #406267
08/15/12 20:06
08/15/12 20:06
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
Thank you very much! Though, I can't compile it with the current A8 version? It says error in 'line 152: 'mode_7_sprite': wrong number/type of parameters
< mode_7_sprite(obj_01,10,-100); >

I love such things, if I find some free time, I'll try to do that with a HLSL shader, just for fun smile

Re: SNES Mode-7 [Re: HeelX] #406271
08/15/12 21:05
08/15/12 21:05
Joined: Apr 2008
Posts: 139
Japan, Osaka
Tails01 Offline OP
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Tails01  Offline OP
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Posts: 139
Japan, Osaka
Code:
function mode_7_sprite(PANEL* sprite, int px, int py, float obj_dir, float obj_org)



I think this line doesn't fit to the new rules of A8
5 parameters but I call the function with 3 arguments
maybe delete the last two parameters and paste the declaration
inside the function. I just own an old A7 extra version so if
someone could check if my conjecture was right that would be
nice so that I can correct this.



An implemented second-rate idea is better than a good idea, which gathering dust in your brain.
Re: SNES Mode-7 [Re: Tails01] #406298
08/16/12 11:14
08/16/12 11:14
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Posts: 6,904
Ah, sorry, didn't knew that.

Re: SNES Mode-7 [Re: HeelX] #406385
08/18/12 22:54
08/18/12 22:54
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Netherlands
Love it! Recently bought a snes and n64. While the n64 has my preference, it is more advanced 3d graphics than the snes. Great to play those awesome games I used to play 10 years ago. Love the lowpolyness.

But I can't download your example. The site doesn't give me a download to a .rar, just to some .exe which I'm not going to use tongue. I think I got the script working by localising the two float arguments, but I am missing the images.

I use A7 pro

Last edited by Joozey; 08/18/12 23:03.

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Re: SNES Mode-7 [Re: Joozey] #406405
08/19/12 17:06
08/19/12 17:06
Joined: Apr 2008
Posts: 139
Japan, Osaka
Tails01 Offline OP
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Tails01  Offline OP
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Joined: Apr 2008
Posts: 139
Japan, Osaka
make sure you hit the correct download button it's located on the right side of the page.


An implemented second-rate idea is better than a good idea, which gathering dust in your brain.
Re: SNES Mode-7 [Re: Tails01] #407196
09/08/12 22:08
09/08/12 22:08
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
Hi, I made it compatible with A8:

mode7.a8.original.src.20120909.rar

There was a problem with reading and writing the pixels from/to different bitmap formats in A8. I also made all upper case comments to lowercase and translated german comments. For using your technique with shaders, I think a complete rewrite is necessary. I'll see how far I'll come.

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