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PostPosted: Tue Jan 10, 2017 2:47 pm 
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https://www.youtube.com/watch?v=seQTaYMHWhY

I found this one hack, and I actually find it pretty impressive. The level rotates like the bonus rooms in Sonic bonus stages, and even has a far background layer, and birds flying in the background. The way they probably did it was by using sprites as the far background layer, but cropped the screen by 16 pixels on each side so that it has up to 3 16x16 sprites left per line. They also strategically placed Mario and the birds to avoid overdraw.


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PostPosted: Tue Jan 10, 2017 2:57 pm 
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psycopathicteen wrote:
and even has a far background layer

I'd like to advise not watching this video at work because the "background" is basically cropped Princess Peach hentai.


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PostPosted: Tue Jan 10, 2017 3:06 pm 
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They cropped the hentai part out though.


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PostPosted: Tue Jan 10, 2017 3:17 pm 
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psycopathicteen wrote:
The level rotates like the bonus rooms in Sonic bonus stages, and even has a far background layer, and birds flying in the background.

Well, that's not just similar to a Sonic 1 special stage, it's an exact replica of the first special stage, down to the types of blocks, the layout and the music.

The original game just used sprites to draw the levels, and the layouts were carefully planned to avoid lining up long rows of blocks. It normally doesn't rotate as smoothly as this SNES version, but apparently they intentionally truncated the angles to make it that way, and simply commenting out an AND instruction makes everything smoother again.


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PostPosted: Tue Jan 10, 2017 4:56 pm 
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I do wonder how collision and physics work with a rotating level works.


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PostPosted: Tue Jan 10, 2017 5:01 pm 
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Probably the same as in any mode 7 game, such as On the Ball or Super Mario Kart. The coordinates are relative to the (unrotated) level map, and the coordinates are rotated for display using a matrix that resembles the angle-sum formula. In 2D, this takes about four multiplications per object.


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PostPosted: Tue Jan 10, 2017 5:25 pm 
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Spectacular. But why use precious time on hentai and hacks when they should be making original Mode-7 showoff games?

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PostPosted: Tue Jan 10, 2017 5:32 pm 
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Because if they sell an original game, they would get sued by Nintendo, but not if they make a SMW hack. Oh wait, never mind.


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PostPosted: Tue Jan 10, 2017 5:50 pm 
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ccovell wrote:
Spectacular. But why use precious time on hentai and hacks when they should be making original Mode-7 showoff games?

If this question was posed seriously, then my serious answer would be: probably because the people doing these hacks don't have the time, interest, or knowledge to create a completely brand new game. Game engines take crazy amounts of time and effort. Some of the more glorious romhacks are done by people who know assembly quite well and prefer or enjoy a particular game title -- very different than making something from the ground up.

Using myself as an example (not that I've done miraculous romhacks): it's one of many reasons I don't do actual games, instead preferring reverse-engineering and improving/tweaking an existing thing. Despite my skill set and knowledge, I really don't have what it takes to do an actual full-fledged game.


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PostPosted: Tue Jan 10, 2017 6:19 pm 
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koitsu wrote:
ccovell wrote:
Spectacular. But why use precious time on hentai and hacks when they should be making original Mode-7 showoff games?

Probably because the people doing these hacks don't have the time, interest, or knowledge to create a completely brand new game..


That's because they've spent all the time, interest and knowledge they had working on the hack.


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PostPosted: Tue Jan 10, 2017 7:37 pm 
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psycopathicteen wrote:
They cropped the hentai part out though.

:( (Not really!)

Looking at the picture though, they could have easily reduced overdraw by leaving parts blank and using window layers I know On The Ball does this. It appears that this demo leaves none, because there's nothing over 16 pixels long and there are no two things on the same line ever.

Wait, you know, I wonder how they got sprites to cover the entire screen. SMW uses 8x8 and 16x16, but they can't here. There are also too many sprite tiles, unless they're changing the sprite vram location mid screen. It's possible they're messing with both, but I'd have thought someone that seasoned with the SNES would do what I said above. Does anyone know if the hack is posted somewhere? I checked the link in the description but couldn't find it.


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PostPosted: Tue Jan 10, 2017 8:39 pm 
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Actually some birds do overlap on the same scanline, if you look at the tips of the wings. The image is actually cropped to about 224x192. I don't know why it's cropped at the top and bottom. Probably either because a 224x224 resolution would look weird, or they did it to censor out Peach's titties.


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PostPosted: Tue Jan 10, 2017 9:01 pm 
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A couple more guesses without having looked at the hack:

224x192 is also the size of the window used in Star Fox and the 80% "title safe area" marked on Nintendo's background planning sheets. At 4bpp, an image filling that window takes 21 KiB, just barely less than one-third of VRAM.


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PostPosted: Tue Jan 10, 2017 9:15 pm 
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ccovell wrote:
Spectacular. But why use precious time on hentai and hacks when they should be making original Mode-7 showoff games?

Because it allows an outlet requiring programming but not, necessarily:
  • Art
  • Level design
  • Music
    • composing
  • Game design
    • Game concept
    • Game physics tuning
  • Story planning
  • Business finance
Advertising and distribution are arguably not skipped, but not as important when it is not for-profit. Graphic and sound design are more matters of assembly than production.

One might analogize to refrigerator-magnet poetry. It still produces poetry, but much of the decision-making process (including typing or handwriting!) is removed.

Use of risqué fanart would, separate from its existence as a pre-existing art asset and therefore only requiring conversion, has some pluses. It distracts the player from gameplay, creating a cognitive difficulty, and sex sells.


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PostPosted: Tue Jan 10, 2017 9:32 pm 
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Myask wrote:
It distracts the player from gameplay, creating a cognitive difficulty, and sex sells.

They should have also done FMV and had porn playing in the background.

Also, I found out that the hack is changing the sprite tile vram location. I just didn't read the description very well...

Quote:
Note that the bonus game is rendered incorrectly in ZSNES (due to mode 7 extbg and mid-screen $2101 write).


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