#15484 - zazery - Fri Jan 23, 2004 2:31 am
I understand the basics from plotting pixels to displaying sprites. Now I'm starting to work on a game. However I have no clue what mode would be the best.
Could someone give me an example of what mode to use for different types of games?
Thanks.
#15487 - poslundc - Fri Jan 23, 2004 3:21 am
Most 2D games will use modes 0, 1, or 2 because of the hardware-supported tiled backgrounds. Whether you use modes 1 or 2 instead of 0 just depends on if you want the ability to use rotate/scale backgrounds (at the expense of the total number of backgrounds available).
The bitmap modes (3, 4, and 5) are used far less frequently for games, although they might be used for things like displaying still pictures. Modes 3-5 are also typically used by 3D games that don't use Mode 7 (which are few and far between because of the computational cost of doing 3D on the GBA).
So for most games you will be using Mode 0-2, and whichever you choose just depends on the visual style you are going for (ie. whether you would have more backgrounds or the ability to rotate/scale them).
Dan.
#15490 - tepples - Fri Jan 23, 2004 3:32 am
Also be aware that a few scaling and distortion effects, as seen in games such as Pole Position, Rad Racer, Street Fighter II, and NBA Jam, do not require the extra capabilities of modes 1 and 2.
Rule of thumb: If you've seen an effect done on the NES or Sega Genesis, use mode 0.
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#15507 - zazery - Fri Jan 23, 2004 5:03 pm
Alright I'm understanding it a bit more but I have a few more questions.
For Mode 0 you said Genesis or the NES use it. I did see some mosaic in some games is that possible to do in mode zero without scaling rotation? I'm still a bit new to the mosaic effect.
From my understanding the difference between mode 1 and mode 2 is that mode 2 has only 2 layers but can both be scaled and rotated. Mode 1 has an aditional background however only one layer can be scaled and rotated. Is it helpful to have 2 scalable and rotatable backgrounds or does it really not matter too much?
Between the 3 modes Mode 0 looks like it has a lot of offer but what about mode's 1 and 2. How useful is scaling and rotation in a game?
Also about mode 3 and 4, are there any examples you can find of them used in commercial games?
Also my game I would like to make involves a top down view and needs alpha blending and other effect.
Thanks for the replies they are really helpful.
#15509 - poslundc - Fri Jan 23, 2004 5:36 pm
zazery wrote: |
For Mode 0 you said Genesis or the NES use it. I did see some mosaic in some games is that possible to do in mode zero without scaling rotation? |
Yes, it is.
Quote: |
From my understanding the difference between mode 1 and mode 2 is that mode 2 has only 2 layers but can both be scaled and rotated. Mode 1 has an aditional background however only one layer can be scaled and rotated. Is it helpful to have 2 scalable and rotatable backgrounds or does it really not matter too much? |
This depends entirely on the game. As tepples noted, you can pull off some nifty visual effects (with some creativity) using Mode 0 with straight text backgrounds. Mode 7 requires at least one scale/rot background, however. Other than that, it depends on what visual effect you're trying to create. If you want a background to, for example, scale or rotate, it would be a good idea to use a rot/scale background.
Quote: |
Between the 3 modes Mode 0 looks like it has a lot of offer but what about mode's 1 and 2. How useful is scaling and rotation in a game? |
This is like asking how useful is an ultrasound when someone is sick. It's not enough information about the problem to provide a useful answer. Rot/scale backgrounds are tools; first you need an idea of what you want, then you choose the appropriate tools to implement it.
Quote: |
Also my game I would like to make involves a top down view and needs alpha blending and other effect. |
Do you know if you want any parts of the top-down view to rotate or scale? If so, you've answered your own question.
Dan.
#15510 - tepples - Fri Jan 23, 2004 5:40 pm
zazery wrote: |
For Mode 0 you said Genesis or the NES use it. I did see some mosaic in some games is that possible to do in mode zero without scaling rotation? I'm still a bit new to the mosaic effect. |
Mosaic works in all modes. I just said "mode 0" because there seems to be a widespread misconception that the warping floor backgrounds in Pole Position and Street Fighter II require a rot/scale layer.
Quote: |
Is it helpful to have 2 scalable and rotatable backgrounds or does it really not matter too much? |
Many times, you'll have a HUD (heads-up display) layer showing score, health, etc. You may find it more convenient to display it with a spare "text" background than with sprites.
Quote: |
Between the 3 modes Mode 0 looks like it has a lot of offer but what about mode's 1 and 2. How useful is scaling and rotation in a game? |
Two words: Mario Kart. In addition, Super Castlevania IV for Super NES did some interesting things with background rotation.
Quote: |
Also about mode 3 and 4, are there any examples you can find of them used in commercial games? |
Doom and several other 3D games use mode 4.
Quote: |
Also my game I would like to make involves a top down view and needs alpha blending and other effect. |
Sprite-to-background alpha blending works in any mode; background-to-background alpha blending works modes 0, 1, and 2.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#15525 - dagamer34 - Sat Jan 24, 2004 1:05 am
Need for Speed: Underground is not Mode7. But you won't be doing anything like it for a while (neither will I...)
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