realistic lighting and shadowing, reflective translucent water waves, rustling leaves
yeah single digits FPMFrame rate would have been single digits for sure
realistic lighting and shadowing, reflective translucent water waves, rustling leaves
yeah single digits FPMFrame rate would have been single digits for sure
Not quite that bad, I think.
So you're saying it needs to be a sand/snow planet...93143 wrote: Wed Sep 11, 2024 4:46 pm One thing that bugged me was the trees [...] forests absolutely murder your overdraw numbers
Terra Nova SFC had clear, dry days with no fog and sparse trees.93143 wrote: Wed Sep 11, 2024 4:46 pm and it was looking like the transition from multi-element 3D trees to single-element trees to flat walls of fake trees might have had to happen nearer to the camera than I liked, especially on a clear, dry day with no fog to speak of.
Unfortunately (well, I guess it doesn't matter), the setting was established before this game was anything more than a Zelda-like top-down action RPG (untethered feature creep ftw). It's full of forested hills and mountains.
...I'm not thinking quite that big...planet
Just a random thought. Would it be possible to fake the effect of thousands of stars moving towards the screen like that on SNES using an 8bpp background and palette cycling in a roughly similar method as seen here:
Well I would hope you would want something more than a SFX2 for such a massive idea, but otherwise I can't wait to see your game. Are you taking pre-orders? Where can I buy?93143 wrote: Tue Sep 10, 2024 7:30 pm To see how far you can push the hardware.
I was actually brainstorming such a game a while back. Not a port of BOTW itself, of course (I'd want at least an N64 to tackle that). But a huge 3D open-world game with realistic time-of-day, dynamic weather, seasons and agriculture, astronomically correct skies, realistic lighting and shadowing, reflective translucent water waves, rustling leaves, unlimited draw distance...
All of this was to run on the Super FX. Assisted by an MSU1, of course, but that's just storage and I don't consider that quite as hard a constraint. I was also considering the feasibility of using a period-accurate CD-ROM attachment instead...
...
Making something else on SNES would be much more practical...
Not really. The initial game concept doesn't technically need this level of 3D nature simulation; the main attraction of the idea at this point is seeing what can be done with the Super FX.mannes wrote: Thu Sep 12, 2024 9:53 pmWell I would hope you would want something more than a SFX2 for such a massive idea
Calm down - this game is way out of scope. If this becomes my job, I might eventually get to it, but it would require a team and the initiating concept was rather silly.but otherwise I can't wait to see your game. Are you taking pre-orders? Where can I buy?
How do you figure? That sounds like a vastly easier challenge than a 3D open-world game regardless of coprocessor power, unless you're proposing a passthrough cartridge that serves as a dock for a Switch...In some ways botw would be easier than trying to mod alttp for 2 or 4p support plus some unique op mobs like a dark link or aghanim.
I was thinking about something similar, but sure it wasn't a new idea:SNES AYE wrote: Thu Sep 12, 2024 7:36 pmJust a random thought. Would it be possible to fake the effect of thousands of stars moving towards the screen like that on SNES using an 8bpp background and palette cycling in a roughly similar method as seen here:
https://youtu.be/7LAY4ulp63Y?t=1221
Edit: The snowfall effect at 7:50 is possibly another good approach too, as it creates a nice illusion of hundreds of flakes falling:
https://www.youtube.com/watch?v=7LAY4ulp63Y&t=637s
I feel like this might have over designed the idea as I was thinking of it in relation to using specifically the 8bpp background.Señor Ventura wrote: Fri Sep 13, 2024 2:53 pmI was thinking about something similar, but sure it wasn't a new idea:SNES AYE wrote: Thu Sep 12, 2024 7:36 pmJust a random thought. Would it be possible to fake the effect of thousands of stars moving towards the screen like that on SNES using an 8bpp background and palette cycling in a roughly similar method as seen here:
https://youtu.be/7LAY4ulp63Y?t=1221
Edit: The snowfall effect at 7:50 is possibly another good approach too, as it creates a nice illusion of hundreds of flakes falling:
https://www.youtube.com/watch?v=7LAY4ulp63Y&t=637s
-A full grid of static background tiles with 16 2x2 pixels within it (4 per tile, per line), at 4bpp and 256x224. No scanlines disabled.
-It gives a simulated resolution of 128x112.
-896 4bpp tiles for 28.672 Bytes of VRAM to store background tiles.
-1.792 Bytes + 544 Bytes + 512 Bytes of background, OAM, and CGRAM attributes reserved in VRAM
You'll need only to update the cgram, until 30 Bytes per scanline at 15 grey degree colors wich outmatches any possibility (2 Bytes per pixel color, that here is iterated x2) but not even with v-blank except the first scanline (god bless hdma), to achieve half-full animated scenarios with tons of content, no big ROMS needed.
Maybe a coprocessor to figure out and translate to "pixel colors per scanline" what the cgram has to update.
It needs some thinking the matter over, it still doesn't fits.
That really would be a completely different game. Looking into the distance is a fundamental part of BotW in terms of both feel and gameplay, and is what allows a nonlinear open-world with no hard limits on traversal to not confuse and overwhelm the player.Pokun wrote: Tue Sep 17, 2024 4:50 pmI imagine a SNES port of BOTW would be some sort of demake with a look and feel similar to Zelda 3
Yes and that's exactly my point. Saying "a SNES port of BOTW" without mentioning any specifics could really mean about anything and every person reading the phrase may imagine something very different and be confused with the discussion.93143 wrote: Wed Sep 18, 2024 3:27 pmThat really would be a completely different game. Looking into the distance is a fundamental part of BotW in terms of both feel and gameplay, and is what allows a nonlinear open-world with no hard limits on traversal to not confuse and overwhelm the player.Pokun wrote: Tue Sep 17, 2024 4:50 pmI imagine a SNES port of BOTW would be some sort of demake with a look and feel similar to Zelda 3
...well, I wouldn't put it that way. I'm sure a simpler, faster open-world engine could work on Super FX, retaining the MSU1 for data and some of the speed hacks, while expanding in other directions to allow some of the key things BotW does but my game concept doesn't (looking into the distance is important in BotW, but looking up and down is important too so you'd have to support pitch transforms in camera space, which then expands the required dataset for prerendered sprites substantially...).Pokun wrote: Thu Sep 19, 2024 8:40 amSince the looking-into-the-distance-thing is basically not doable on SNES
And now I'm trying to figure out how to do realistic shadowcasting in a tile-based 2D game using an expansion chip. Normal-mapped lighting is easy by comparison...Pokun wrote: Sat Sep 21, 2024 12:47 pmWeather systems, day-night systems, mowable grass and such things shouldn't be a problem in 2D of course.