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How did they blend this on the SNES? *pic included*
#5
Thank god someone made vSNES. Here's how it's done.
This is a screenshot of the game:
[spoiler][Image: ge3__screen.png]
I don't know why the corner is weird though.[/spoiler]


And this is how the layers are broken down:
[spoiler][Image: gegegesfc.png]
Normal Screen -> BG1 -> BG2 -> BG3 -> BG4 -> SPR |BG4 doesn't seem to be used in the game.|[/spoiler]


Internally this is how the game is broken up program wise:
[spoiler][Image: layerformat.png]
The first thing you'll notice is that the graphics are garbled, just ignore it. The second thing you will notice is how the game is layered, the Sprites are between the various layers. This explains why Theou couldn't get the results he wanted, the ectoplasm which may be priority 1 or 0 but will always be layered above Sprite p0-2 (since 3 would be the player and would probably never get behind it).

Also note the 'BG3 p1 on top,' that overrides the programing and that is why the grass is in front of the character even though the layer would be behind everything else otherwise.
[/spoiler]


How the layers are done:
[spoiler]
ZSNES Screen -> vSNES p0/1 -> vSNES p0 -> vSNES p1
BG1
[Image: ge3__layer1.png]

BG2
[Image: ge3__layer2.png]
Since the graphics are garbled, Priority 1 is the grass above the status bar.

BG3
[Image: ge3__layer3.png]

Sprites
[Image: ge3__sprite.png]
ZSNES Screen -> vSNES p0/3 -> vSNES p3
Priority 3 is used for the character, 0 is probably the ghost that goes behind the tree. Since I'm basing this from the first level, Theou'll understand about the ghost. On topic, the legs and head are either Sprites priority 1 and/or 2.[/spoiler]


I really hope this is understandable.


Messages In This Thread
RE: How did they blend this on the SNES? *pic included* - by Deathbringer - 03-11-2010, 05:48 PM

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