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Coding > Dynamic Stippled Alpha

#2028 - Swine - Mon Jan 27, 2003 11:22 pm

Does anybody know how the player transparency is done in the GBA Tony Hawk games? I've been wracking my head over this for a few days now and am curious what you all think.

Thanks

#2029 - Paul Shirley - Mon Jan 27, 2003 11:49 pm

removed

Last edited by Paul Shirley on Sun Mar 28, 2004 9:38 pm; edited 1 time in total

#2030 - Swine - Tue Jan 28, 2003 12:16 am

Thanks for the quick response, you've been a great help.

#2031 - Paul Shirley - Tue Jan 28, 2003 12:49 am

removed

Last edited by Paul Shirley on Sun Mar 28, 2004 9:38 pm; edited 1 time in total

#2035 - Splam - Tue Jan 28, 2003 2:32 am

Probably be better to use a sprite window, pre-stippled. There seems to be only a few straight edged areas the main sprite goes behind other than the things overhead, and there are so few sprites in vram all of those could be premade.

#2039 - Paul Shirley - Tue Jan 28, 2003 4:06 am

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#2041 - Splam - Tue Jan 28, 2003 4:17 am

Obviously I wasn't recommending using the obj windows for all 3d cases but replying to the question of Tony Hawks in particualr where it would be very easy to use the obj window method.

#2087 - Maddox - Wed Jan 29, 2003 5:32 am

In Tony Hawk the skater is a rendered 3D model. They can easily render every other pixel no prob. Cakewalk. There's none of this OBJ window or having two premade sprites nonsense. Geez.
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#2098 - Splam - Wed Jan 29, 2003 10:54 am

So it's easier to render a model + have some kind of 3d map for a basically isometric map which you have to check WHILE you're rendering and then decide which pixels not to draw or easier to have a few premade sprites with a stipple in them which would do all the work for you for free? Speeeed, if it's there for you to use, use it, that's my motto. Why do something one way when another is all precalculated and then handled by the hardware ;)

#2107 - tepples - Wed Jan 29, 2003 4:10 pm

We talked about Tony Hawk on the Yahoo! group some time ago. Apparently it uses two rot/scale backgrounds and places bg objects that can conceivably get in front of a player on the front bg.
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#2108 - Paul Shirley - Wed Jan 29, 2003 4:17 pm

removed

Last edited by Paul Shirley on Sun Mar 28, 2004 9:38 pm; edited 1 time in total

#2115 - Splam - Wed Jan 29, 2003 6:36 pm

tepples wrote:
We talked about Tony Hawk on the Yahoo! group some time ago. Apparently it uses two rot/scale backgrounds and places bg objects that can conceivably get in front of a player on the front bg.


It does indeed use 2 rot/scale backgrounds BUT doens't seem to do the "object in front" thing. Take a look in an emulator and turn off one of those BG's you just get a crazy mess. ?!

#2122 - Maddox - Wed Jan 29, 2003 9:46 pm

That's right a crazy mess because those two backgrounds are only used to get the most tiles in a level. Rotozooming maps can only have 256 tiles, and so using two maps gives them 512. Plus they do some kind of tile streaming. They use geometry to determine where tony cock is and they don't need a z-buffer because it is a boolean test - is tony behind or not. Maybe they use an image-space mask, but I doubt it.

Plus, look at how they render tony. It looks like they are using 2x2 metapixels to me. That means four times faster to render. Yea! Problem solved.
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#2123 - Splam - Wed Jan 29, 2003 9:54 pm

Maddox wrote:
That's right a crazy mess because those two backgrounds are only used to get the most tiles in a level. Rotozooming maps can only have 256 tiles, and so using two maps gives them 512. Plus they do some kind of tile streaming.


Never? ;)

#2124 - Maddox - Wed Jan 29, 2003 9:59 pm

Huh?
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