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PC Engine Pixelization

Started by CrackTiger, March 02, 2016, 01:04:26 PM

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CrackTiger

These aren't complete, but just to get things started.


Sapphire:

Mosaic effect on skull boss.
Scaling post-boss explosions.


Parodius Da!:

Player sprite scaling


New Adventure Island:

Mosaic intro to each stage.


Gate of Thunder:

Scaling sprites during opening cinema.


Card Angels:

Mosaic effect on cards.

Mode 7 map effect during intro/misc.


Private Eyedoll:

Scaling dialogue text.


Magical Chase:

3rd boss scaling balls.


4-in-1/ PC Engine Catalogs/Misc demo disc:

Scaling bgs and scaling & rotating bgs.



Nexzr:

Scaling player sprite.


Star Parodia:

Scaling sprites.

Post-stage Mosaic screens.



Bomberman '93:

Battle Mode Victory screen scaling.



Art of Fighting:

Scaling title.



Various Hudson games:

Scaling Hudson Soft logo.

Appended:
Quote from: guestHere's Chiki Chiki Boys:

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And here's an earlier stage in Terraforming with a subtler, better looking wavy background effect:

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These things? -

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There's quite a few enemies that scale up out of the background too:

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< edit >

I forgot ze baseball:

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Dragon Egg

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Justin the Not-So-Cheery Black/Hack/CrackTiger helped Joshua Jackass, Andrew/Arkhan Dildovich and the DildoPhiles destroy 2 PC Engine groups: one by Aaron Lambert on Facebook, then the other by Aaron Nanto!!! Him and PCE Aarons don't have a good track record together! Both times he blamed the Aarons and their staff in a "Look-what-you-made-us-do?!" manner, never himself nor his deranged/destructive/doxxing toxic turbo troll gang which he covers up for under the "community" euphemism!

Digi.k

#1
Valkyrie no Densetsu - player scaling

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Nexzr
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Digi.k

#2
After Burner II
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Gradius - ending credits
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Quote from: guest on March 02, 2016, 01:04:26 PMParodius Da!:

Player sprite scaling
Endings for all characters. planet scaling and characters fly into the screen
Blue Bell power up

ccovell

Populous (The Promised Lands): Realtime StarWars scroll

Lords of Thunder: Scaling ground in intro

Gredler

What an awesome thread, thanks forhis is a rad list of games that do this impressive magic. Which do you guys feel do it the best, and what sacrifices were made to allow for it? Dropped BG, sprite count limits, or simply frame rate?

Sarumaru

Didn't Art of Fighting also have player character sprites scaling??

Digi.k

#6
How about Space Invaders Fukkatsu ??

The vector graphics in the intro.  (man if only someone did a shmup with vector graphics and sampled speech and sound for the pce...)

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Digi.k

#7
Sol Moonarge has mosaic effect on enemy encounters
Hani on the road has scaling on the text game over
power tennis raster effect on the title screen ?

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Digi.k

added some gifs.  Art of Fighting intermissions

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Gredler

Those animated gifs are more like animated gifts. Man, those really exemplify what I was hoping to see. Seeing people flex their graphic programming muscle in a practical implementation is so exhilarating. Thanks for sharing!!

Joe Redifer


Digi.k

#11
Quote from: guest on March 02, 2016, 01:04:26 PMThese aren't complete, but just to get things started.
Parodius Da!:
Player sprite scaling
Green Bell power up
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sprite scaling ??
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Blue Bell bomb power up, and I love the black and white silhouette thing there.
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Digi.k

#12
Quote from: guest on March 02, 2016, 01:04:26 PMThese aren't complete, but just to get things started.

Magical Chase:
3rd boss scaling balls.
Not sure about MC 3rd boss but gif is here.
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Star Parodier
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Digi.k

Quote from: ccovell on March 02, 2016, 05:12:21 PMPopulous (The Promised Lands): Realtime StarWars scroll

Lords of Thunder: Scaling ground in intro
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Digi.k


Digi.k


Joe Redifer

It's too bad they couldn't warp horizontally as easily as they could vertically for a true scaling effect.

Digi.k

sigh this website I'm using to make these gifs have started to add their digital watermark

Can the roads on Thunderblade be included in this thread ?
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Digi.k


ccovell


Gredler

Quote from: ccovell on May 10, 2016, 08:10:00 PMjust shearing
I love this quote, is shearing significantly easier?

I almost said something, agreeing that it's not "scaling", but I love the idea of this thread showing off what the graphical wizardry was pulled off during the heyday, and didn't want to discourage the contributions. Anything that is more than a sprite or tile being displayed as the artist originally drew it I would consider wizardry, as an artist with little/no ability to code graphics stuff.

Digi.k

Quote from: Gredler on May 10, 2016, 08:26:39 PM
Quote from: ccovell on May 10, 2016, 08:10:00 PMjust shearing
Anything that is more than a sprite or tile being displayed as the artist originally drew it I would consider wizardry, as an artist with little/no ability to code graphics stuff.
ah that's a shame and yes that's how I see this thread too.

Card Angels
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Sapphire
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geise

Even though I have all these games and know about these effects I always still love seeing them.  Thanks again for sharing these Digi.k.

ccovell

Quote from: Gredler on May 10, 2016, 08:26:39 PMI love this quote, is shearing significantly easier?

I almost said something, agreeing that it's not "scaling", but I love the idea of this thread...
Shearing (just slanting the image by changing the scroll registers each scanline) is a little bit easier than the vertical stretching/scaling that we can sometimes see in PCE games.  Proper scaling (in both dimensions) is more CPU/RAM-intensive which is why it's usually limited to the SNES & Genesis.

Since the OP posted games with scaling/mosaic effects, I figured that "big pixels" was the thing highlighted here.

Digi.k

#24
Quote from: ccovell on May 11, 2016, 02:34:24 AM
Quote from: Gredler on May 10, 2016, 08:26:39 PMI love this quote, is shearing significantly easier?

I almost said something, agreeing that it's not "scaling", but I love the idea of this thread...
Shearing (just slanting the image by changing the scroll registers each scanline) is a little bit easier than the vertical stretching/scaling that we can sometimes see in PCE games.  Proper scaling (in both dimensions) is more CPU/RAM-intensive which is why it's usually limited to the SNES & Genesis.

Since the OP posted games with scaling/mosaic effects, I figured that "big pixels" was the thing highlighted here.
Another post mentioned that there was scaling in the Star Parodier intro and scanning though clips that scene was the only bit where I could see anything remotely close to a scaling effect unless I've missed something in all those seconds of that animated introduction. But I thought it looked good so I added it in.  But what about this ? :P

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TurboXray

Digi.k: I soo loving these gifs!

esteban

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Digi.k

#27
Hany on the Road
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Cosmic Fantasy 4
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Sol Moonarge
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Super Adventure Island /Takahashi Meijin no Bouken Jima
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Bomberman '93
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Digi.k

#28
Parodius Da! - any special effects here that Konami are using with the enemy loincloth (Mawashi's) attack?

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Racing Damashii, road scaling?
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Digi.k

Street Fighter II'
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Art of Fighting
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Digi.k

Bazar de Gozarre or Bazaru de Gozaru

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TurboXray

#31
Bomberman (94?) underwater level.
Neutopia 2 underwater area.
Aldynes when the ship enters and exits the stage.

Digi.k

Quote from: TurboXray on May 12, 2016, 08:07:27 PMBomberman (94?) underwater level.
Neutopia 2 underwater area.
Aldynes when the ship enters and exits the stage.
that one?  Neutop has similar effect.
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TurboXray


deubeul

There's a nice effect on the system card screen when you push the run button in Terraforming (PcE version, at least).

Digi.k

Quote from: deubeul on May 17, 2016, 08:12:07 AMThere's a nice effect on the system card screen when you push the run button in Terraforming (PcE version, at least).
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jtucci31

This may be my new favorite thread. Please make many more!

Digi.k

QuoteAnd here's an earlier stage in Terraforming with a subtler, better looking wavy background effect:
Seriously from that Terraforming I don't know why NEC Avenue couldn't produce layered scrolling like that in their Capcom ports..

Magical Chase has a similar effect but more subtle
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Download 2
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geise

NEC Ave was lazy.  Strider could've been so much more.  At least Hellfire-S and Forgotten Worlds were good games regardless of no scrolling.

Again, thank you for sharing all these gif images.

Digi.k

Quote from: guest on March 02, 2016, 01:04:26 PMScaling sprites during opening cinema.
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Dragon Saber... I really dislike some of the changes Namco did with this compared to the arcade but I too feel they were lazy as developers.
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shubibiman

QuoteAnd here's an earlier stage in Terraforming with a subtler, better looking wavy background effect:
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Isn't there a transparency effect in the background :-k
Self proclamed Aldynes World Champion

Digi.k

Quote from: shubibiman on May 18, 2016, 03:12:46 PMIsn't there a transparency effect in the background ?
that kind of makes me wonder how they did the shadow effects on magical chase stage 4.

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Sadler

Quote from: Digi.k on May 18, 2016, 03:22:38 PM
Quote from: shubibiman on May 18, 2016, 03:12:46 PMIsn't there a transparency effect in the background ?
that kind of makes me wonder how they did the shadow effects on magical chase stage 4.

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I'm guessing it's all the same set of dynamic tiles, just a different palette for the shadowed areas.

Joe Redifer

#43
I think the shadow effect on that level of Magical Chase is very poor. I mean technically the effect is good... it's just wrong. A shadow would not travel WITH the foreground. It would be stationary against the background. That is assuming it's the player that's moving and not the foreground itself. But even then, the shadow would be smaller than the foreground and should not scroll as fast. The developers did not understand how perspective works.

TurboXray

If the foreground is casting the shadow, then it makes sense that it's attached to it. The shadow isn't going to change as long as the angle of the light casting it doesn't as well. 

 There are a lot of things that are unrealistic in 8 and 16bit games. Nit picking this one seems a little strange.

ParanoiaDragon

IIRC, Spriggan does a similar thing with shadows in one of the levels....can't remember which one though.
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TurboXray

I like the design of the effect in Magical Chase. Even though the set of dynamic tiles are pretty repetitive, they break it up with some horizontal color striping against it. Even if it's surreal or unrealistic, it looks really well done. This isn't the only game to use this effect (Star Parodia, Psychic Storm), but it looks best in this game from what I've seen.

TurboXray

Nexzr - ship arriving from hyperspace..
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touko

you have forgotten the sprite zooming in chuck no-rice intro:
8)

TurboXray

Scaling PCE demo. Doesn't fit inside the 10sec limit of gifs.com