tetsuomaki
Still Fresh
Hi guys... been reading around about the SNES background layers after running into problems with the rain in Zelda. After comparing the sources for SquidgeSnes and original Snes9x there seem to be a lot of differences in the file gfx.cpp regards background layer rendering.
Anyway here is a doc that looks like it may help someone fix these probs! Apologies if already posted or you know all this already.
http://oregonstate.edu/~robinsfr/docs/snlayers.txt
cheers,
Anyway here is a doc that looks like it may help someone fix these probs! Apologies if already posted or you know all this already.
http://oregonstate.edu/~robinsfr/docs/snlayers.txt
One thing that was really confusing to me is that the main screens are
translucent, not the subscreens. I always thought that the main screens were
the opaque layers used by most games, and that subscreens were special layers
which were used for such special effects. Somehow every document I've ever
read on addition/subtraction (of course, there aren't that many) has neglected
to mention that helpful bit of info. They always stated how the subscreens
were added to the mainscreens, when in actuality, the translucent main screens
are added to the opaque subscreens behind it. It really does not matter how
it's actually looked at, since both 1+2=3 and 2+1=3, but the main screens are
still in front of the subscreens. This does not apply with subtraction though.
You can't look at it the other way and have it still turn out alright.
Subscreens are subtracted from main screens, but they are subtracted from
behind. Interestingly, by doing it this way, all the colors of lower
subscreens must be completely rgb inverted so that they appear in their
correct colors on screen. If the main screen was a pure white, a dark blue
would yield a bright yellow. For example, take a look at the level 'Torchlight
Trouble' from 'DK Country'. It looks aweful when not in high color mode.
cheers,