Super FX - CVS
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The rotating platforms in Yoshi's Island are correct, but there are other problems in that same world. I will type this up in the official bug topic later, so this is just a short summary. As was mentioned before, the platforms that mpve up and down have graphical glitches along the sides of them. Also, when between rooms in that level (I forget which one in particular, but it was either entering or leaving the lava room) the screen fade was orange, and it isn't supposed to be.
~Bent
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HEY, it's not a single-colour block, so that kicked ass for the snes...IceFox wrote:OK, I just assumed that the rotating blocks would look better than that on a real SNES(more texture, details etc. instead of three bars put together). My mistake.
Check the deformable blocks... (you know, when you pound them, they go flat and very broad) those are uni-coloured.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Sluggy the Unshaven was a technical highlight for me. Textures and all. ;o
Anyway, on the topic of Yoshi's Island and SFX2.....how many of the effects we find in the game do you think can actually be attributed to the SFX2 chip? You'd think the effects in Touch Fuzzy for example all look like standard SNES tricks...same with Raphael the Raven's battle. Does the chip replace/speed up some of those?
Oh and for that matter....do you think Yoshi's "morphing" effect is actually calculated, or just an animation? (There's realtime morphing in the Violinist of Hamelen....but that's just an outline, not a full sprite.)
Anyway, on the topic of Yoshi's Island and SFX2.....how many of the effects we find in the game do you think can actually be attributed to the SFX2 chip? You'd think the effects in Touch Fuzzy for example all look like standard SNES tricks...same with Raphael the Raven's battle. Does the chip replace/speed up some of those?
Oh and for that matter....do you think Yoshi's "morphing" effect is actually calculated, or just an animation? (There's realtime morphing in the Violinist of Hamelen....but that's just an outline, not a full sprite.)
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95%blackmyst wrote:Anyway, on the topic of Yoshi's Island and SFX2.....how many of the effects we find in the game do you think can actually be attributed to the SFX2 chip?
Exactly. It's much more robust than the base 3.?? MHz CPU of the SNES. It boosts the rotation, zoom and all mode7 distortions.You'd think the effects in Touch Fuzzy for example all look like standard SNES tricks...same with Raphael the Raven's battle. Does the chip replace/speed up some of those?
No, it's pretty obvious there's just a line-by-line sprite replacement.Oh and for that matter....do you think Yoshi's "morphing" effect is actually calculated, or just an animation? (There's realtime morphing in the Violinist of Hamelen....but that's just an outline, not a full sprite.)
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Ah, I thought so.grinvader wrote:No, it's pretty obvious there's just a line-by-line sprite replacement.Oh and for that matter....do you think Yoshi's "morphing" effect is actually calculated, or just an animation? (There's realtime morphing in the Violinist of Hamelen....but that's just an outline, not a full sprite.)

Are you sure it's not possible though? The status screen in VoH has actual morphing in it, even though it's just the outline. And that doesn't use a 20 something mhz chip.
Though I suppose they wouldn't waste time on that when they might as well just trown in an animation. Heh.
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- ZSNES Shake Shake Prinny
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Morphing an outline is possible with a snes and good code.
As it's just about storing some initial coordinates, ending coordinates, and make a linear transfer from one to the other. Then draw a line between each point to point+1 on a set frame.
[and I just checked, it seems to be exactly that]
Even I could code an outline morph engine like this. And my coding skillz are far from great.
As it's just about storing some initial coordinates, ending coordinates, and make a linear transfer from one to the other. Then draw a line between each point to point+1 on a set frame.
[and I just checked, it seems to be exactly that]
Even I could code an outline morph engine like this. And my coding skillz are far from great.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
It's not just a simple transfer from A to B though. Try to switch around quickly between many different forms and see what sort of weird animal you can get, even if it only lasts for a second. 
On second thought, even that probably works the way you described ... but it's still cool.
While bughunting, I was reminded of this:

Level designer's joke or just my mental state? ;o

On second thought, even that probably works the way you described ... but it's still cool.
While bughunting, I was reminded of this:

Level designer's joke or just my mental state? ;o
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Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
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Simple, just set the current x and y of each point as initial status for the next morph... I keep watching each and every point's speed and direction, and it's definitely how they do it.blackmyst wrote:It's not just a simple transfer from A to B though. Try to switch around quickly between many different forms and see what sort of weird animal you can get, even if it only lasts for a second.
On second thought, even that probably works the way you described ... but it's still cool.
The designer had to write somewhere 'BUY UNDIES' but he had no paper... so he put this shape in the game's code. When debugging, he was reminded to buy undies -> SUCCESS !!While bughunting, I was reminded of this:
Level designer's joke or just my mental state? ;o
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
I ROFLed.grinvader wrote:The designer had to write somewhere 'BUY UNDIES' but he had no paper... so he put this shape in the game's code. When debugging, he was reminded to buy undies -> SUCCESS !!
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Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
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If you open the ROM with a FX-decoder *points to sig* you'll see some graphics, for example the round block that Yoshi can push. These bitmaps are used directly by the FX chip.blackmyst wrote:Anyway, on the topic of Yoshi's Island and SFX2.....how many of the effects we find in the game do you think can actually be attributed to the SFX2 chip?
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[url=http://www.geocities.com/illegal_eagle_2003/]vSNES v2.00[/url]: My SNES savestate viewer.