EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01

  Рет қаралды 211,368

Retro Game Mechanics Explained

Retro Game Mechanics Explained

Күн бұрын

EarthBound enemy battles are styled like classic RPGs where you just see a static picture of the foe at hand. To spice it up, the backgrounds were made extra colorful and animated. How does the SNES display these wavy and wobbly effects? It's all explained right here.
LINKS
Twitter (updates): / retrogamemechex
Patreon (support): / rgmechex
Discord (discussion): discord.rgmechex.com
INLINE LINKS
SNES HDMA: • DMA & HDMA - Super Nin...
SNES Color Math: • Color Math - Super Nin...
PATRONS
Thank you everyone who supports the channel on Patreon! Your support keeps the channel alive.
Dan Salvato, F. Murmel, Ange Albertini, Avi Drissman, Mike Gerow, Larry Koubiak, Joshua Goyder, Tina Wuest, Xander, Owen Christensen, Gynvael, Sijmen Schoon, FFVIMan, Chris Margroff, Brandan Lennox, Nik, Jason Hughes, Diamond Ice, Chris Post, Cypher Signal, Shannon Potter, Rupix, Gabe S, krivx, Walter Huf, Pixy011, David Spalding, Acceleration Shark, David Johnson, Gary Fenstamaker, Rory Kelly, Carl Cassler, Michael Greb, Kefen, Yann Le Brech, nightcap, leftler, Drew Fitzpatrick, Foxchild, Scott Beca, 19day, VaporwaveProtogen, tripper, Nebelwerfer Granitara, Seth Tierney, Sten, 333Rich333, Glenn Sugden NPC, Jordan Wiens, Alex Yancey, David Mazarro, Steven, LiraNuna, null, Ryan, Corey Ogburn, Martin Trozell, Scott Harper, Garret Kelly, Jake Hickman, Narskogr, Joel Kuhn, Dan Shedd, Sembiance, 4F Panda, Max Roncace, David, A Sentient JDAM, Brian Henriquez, Travis Nellor, Zach Hugethanks, Buddy, Mikely Whiplash, Yakov, Joseph M, Oxygen Chen, Israel Jacquez, RetroReversing.com, yuriks, Chris Apple, Ceres, Jeremiah, jesugtz, Chris Roy, Chris Connett, Mark, Matthew, sapslaj, Jonathan Scott, Gescheit Gespielt, Seth N. Hetu, Xkeeper, Bjoern Hansen, ers35, Daniel Bernard (ReckedCat), Vier Ladair, Bwangry, Jared Johnstone, Phil Clayburn, zephyrin, Kit Spindler, Johnathan Roatch, Jeremy Wright, newnintendo64, Brandon, Matt Shepard, Felix Freiberger, Sypwn, William Thomas, Niles Rogoff, Kusabi, Joe Mecca, Reflet, Ly Fecha, Paxton Sanders, Eugene Bulkin, Walter Weaver, Gethiox, Zoë Mettauer, nexilar, Articate, Julian Meinking, Julien Oster, Braydon Kains, Juniper, buzzert, Steve Losh, Samuel Stoddard, Farrell Hayman, HattyJetty, Paige ☆ Hex, Yeero, & Cruz Godar!

Пікірлер: 545
@SamzaNemesis
@SamzaNemesis 4 жыл бұрын
The battle backgrounds in Earthbound were created by Shigesato Itoi pressing his palms hard into his eyeballs, screaming, and describing to his programmers what he saw.
@indejcriptible
@indejcriptible 4 жыл бұрын
source on this?
@blubiart
@blubiart 4 жыл бұрын
@@indejcriptible @rockcock64 on twitter twitter.com/rockcock64/status/1160544595622748160
@b0mbware
@b0mbware 4 жыл бұрын
I just pressed my palms into my eyeballs and you are so right
@reginangel_official
@reginangel_official 4 жыл бұрын
@@b0mbware same rn i saw trippy stuff.
@Bacony_Cakes
@Bacony_Cakes 4 жыл бұрын
The screaming is the most important part.
@TheRedCap
@TheRedCap 4 жыл бұрын
I'm a programmer. Doing this on 20+ year old hardware makes my head spin. I have so much respect for those older programmers.
@proxy1035
@proxy1035 4 жыл бұрын
this is one reason i love old tech. 1. it's so accessible today that you could just spend like >100 bucks to get yourself everything you need to build, program, and use your own 8 bit computer. 2. the hardware is simple and slow enough to actuall work with and debug without emulation or just hoping that the hardware works. but at the same time it's complex enough to pretty much write everything you could want. 3. you really start to appreciate the work of the programmers and designers of such old systems. because of how creatively they go around limitations... nowadays that seems like a dead skill. and you can even see how much the Programmers learned during the life time of a system. for example on the NES, Super Mario Bros 1 was pretty simple... Super Mario Bros 3 ran on the exact same hardware and even today some people still mistake it for a SNES title... another example, the C64... at the strat barely anyone used the powerful SID chip for music, it was mostly just for sound effects, MULE was one of the first games to use it for music, and just compare it to other titles from much later... MULE Theme, each channel was giving a single waveform and it stayed that way the whole song: kzbin.info/www/bejne/jHOnqYiIbNd8ntU Supremacy, Programmers noticed you can change waveforms on the go and... just listen: kzbin.info/www/bejne/eJXdZotuZpmVhLM
@slippydouglas
@slippydouglas 4 жыл бұрын
TheRedCap Honestly, when you're dealing with DMA writes and color palettes to draw graphics on a daily basis, throwing some fun math into your algorithms to see what happens just kind of happens. Heck, sometimes stuff like this would happen as a happy accident, because of an off-by-one bug or similar. This type of stuff is much harder nowadays where most common operations are abstracted away, and you tend to only see simplified APIs. I started my career in 2007 working on Nintendo DS games, and (since the DS was largely based on the GBA), many of these kinds of techniques were still relevant.
@cathacker13
@cathacker13 4 жыл бұрын
Let's talk about the fact this was done using assembly
@StraightOuttaJarhois
@StraightOuttaJarhois 4 жыл бұрын
If you think this is impressive, I hope you're subscribed to GameHut.
@TheRedCap
@TheRedCap 4 жыл бұрын
@@StraightOuttaJarhois oh I am pal. I am...
@livvy94
@livvy94 4 жыл бұрын
Fun fact, the dev team's internal name for these backgrounds was "video drugs." heh
@PScoopYT
@PScoopYT 4 жыл бұрын
IIRC, "Video drugs" was an actual thing in Japan! It's similar to these backgrounds too.
@alanbrito141
@alanbrito141 4 жыл бұрын
Where does it say that?
@ActionGamerAaron
@ActionGamerAaron 4 жыл бұрын
@@alanbrito141 In this interview it was translated as 'video relaxant'. yomuka.wordpress.com/2009/06/21/weekly-famitsu-september-9-1994/
@ERROR24016
@ERROR24016 4 жыл бұрын
I think there was also an unused item with the same name, where using it will bring up a text box saying: "what the hey is this?"
@Karmageddon415
@Karmageddon415 4 жыл бұрын
Hi Vince
@dontmindme6520
@dontmindme6520 4 жыл бұрын
I can still hear those backgrounds even without the music.
@fireaza
@fireaza 4 жыл бұрын
Do, do, dooo! Da! Da! Do, do, dooo! Da! Da!
@bobisnotaperson
@bobisnotaperson 4 жыл бұрын
Removes backgrounds from Earthbound. **Weird Music Stops**
@erikaisadiah
@erikaisadiah 4 жыл бұрын
I love how that somehow makes perfect sense
@Shadow404x
@Shadow404x 3 жыл бұрын
@@bobisnotaperson try playing Earthbound Beginnings
@eggnogisdead
@eggnogisdead 2 ай бұрын
⁠​⁠@@bobisnotaperson no battle backgrounds in mother 1 and almost all the battle songs you hear are dwananananaooooo… dee dee dee…
@skydevil
@skydevil 4 жыл бұрын
the battle backgrounds added so much personality to earthbound, the fact that almost every fight looks different was a really nice touch
@slap_my_hand
@slap_my_hand 4 жыл бұрын
I love how these old consoles can achive such complex animations with only a few hardware tricks. It would take a ton of CPU power to get a similar result with a framebuffer-based console.
@muizzsiddique
@muizzsiddique 4 жыл бұрын
Couldn't similar effects be acheived using pixel shaders?
@slap_my_hand
@slap_my_hand 4 жыл бұрын
​@@muizzsiddique You can do that, but it would require way more advanced hardware.
@nuxx1876
@nuxx1876 4 жыл бұрын
this is not a trick
@3lH4ck3rC0mf0r7
@3lH4ck3rC0mf0r7 4 жыл бұрын
@@slap_my_hand Pixel shaders are different, because they're a fully programmable pipeline that acts on the per-pixel level instead of per-scanline. Not to mention this is fixed function hardware. The registers you're offered are a direct result of the hard circuitry they were able to build into the machine while still keeping it affordable. I'll be honest, it kinda upsets me that I haven't seen any game at all try to really milk pixel and vertex shaders and framebuffer feedback loops and distortion effects to create the same level of insanity that old-school developers pulled on their hardware, but scaled up to the horsepower and flexibility of a modern PC (I've experimented a bit with such things in Unity, but didn't get to develop anything big with that just yet. Still a noob at programming shaders). We really take our GPUs for granted nowadays (and I'll be honest, loading videos into the shader texture slots will never fail to mesmerize me). I wouldn't mind also seeing a game audio engine get closer to a full-on DAW, allowing you to have the game partially synthesize and mix the entire soundtrack (and SFX) in real time. Imagine mixing FL Studio's performance mode automations and patterns with dynamic game triggers and events. But actually, more than that, I would really love to see sound cards get the same treatment as their graphical cousins, and become these standardized flexible powerful multichannel dynamically programmable megasynths. They've been neglected a lot lately, instead having the CPU do all the work and just blast in the result... same deal with merging modelling tools into animated vertex shaders to exceed the boundaries of regular bone animation. All the wacky bending, squashing and stretching effects you could layer over the polygons themselves after the normal bone animation has been applied. And all the color math to play with... There's really a lot that can be done here that I've yet to see anyone do. And finally, it's no longer a thing for games to physically ship with their own coprocessors (if anything, because systems are no longer that open-ended and the media we save the software on can't hold chips in it anymore). The closest thing to that is some of the traditionally CPU work being offloaded to the GPU like physics, encryption math for processing and mining cryptocurrencies, DRM for things like Netflix and video decode/encode acceleration. That's great, offloading and parallelizing even more out of the CPU's hands so we can go back to exclusively running the core logic. Modern games just use the hardware for playing back prerecorded sound and all the graphics work is pushed towards making things look as realistic as possible. Where's the dreamlike trippiness in 3D space?
@watchm4ker
@watchm4ker 3 жыл бұрын
@@3lH4ck3rC0mf0r7 Regarding the music: The problem you have is that there's a greater demand for performed music over synthesized tracks. The iMuse engine LucasArts developed did all that and more, bit relied on MIDI synthesis to actually perform the music. The Unreal engine supported tracker music, probably due to Alexander Brandon's work, but aside from Deus Ex, I've never really seen it used well. Ultimately, it seems people just prefer static music that's performed well, over dynamic tracks that sound artificial. And it's a shame that people forget what we had.
@thecrimsonaxe6037
@thecrimsonaxe6037 4 жыл бұрын
Earthbound, where every fight is it's own unique psychedelic nightmare.
@MarioFanGamer659
@MarioFanGamer659 4 жыл бұрын
Yoshi's Island, one of the SNES games with many effects, would make an interesting topic. In particular, the layer 2 (i.e. most bosses) and layer 3 sprites (e.g. the polygonal sprites, big ghosts) are rendered dynamically so it looks like they're using Super FX magic (i.e. plotting a bitmap)... Except, they cheat as plotting a bitmap is a difficult process (in fact, the only time Super FX uses plotting is for rotating, growing and shrinking sprites, the title screen, the PAUSE and GAME OVER letters and the credits scene and only the first point is even gameplay!).
@MissNorington
@MissNorington 4 жыл бұрын
Yoshi's Island is indeed interesting. Many of the bosses and 3D looking objects are made up of a background with a linear looking pyramid graphics, where 0 pixels is 0 pixels width, and 255 is 255 pixels width, each vertical offset making the pyramid 1 pixel wider. That is a graphical representation of a look-up-table, so that if you want to draw a shape in a specific size, you just add vertical offset to the background, and the shape is intact but bigger. There are limits to what art patterns can be drawn, but the result is close to vector graphics! I mostly worked with the 3D objects like the falling doors, and they are calculated with 3D perspective points (same LUT as the title screen 3D depth) and linear interpolation, then HDMAed to screen (double buffered of course).
@KuraIthys
@KuraIthys 4 жыл бұрын
Interesting. I didn't think Yoshi's island would be using effects like that. It's how the Mega Drive tech demo released a few years ago does 3d cubes at 50 fps though. Two background layers are used which contain a pyramid like you're describing. Then per scanline each background is scrolled horizontally and the vertical scroll is used as a lookup index to the length of line needed. So each background layer draws a face of the cube as a series of line segments. I did some quick estimates of this effect on the SNES using the principles from that demo and it occurred to me that using background mode 0 + the hardware windows could give you roughly 7 distinct lines per scanline, in two blocks. Needless to say this is an absurdly high hypothetical polygon throughput, though there's severe constraints on the geometry you can construct using this method. Even so, that a trick like this would seem to allow a SNES to appear to display a few hundred to a few thousand polygons with no extra hardware, running at 50 fps is kinda crazy to think about.
@fireaza
@fireaza 4 жыл бұрын
When I was a kid, I marveled at the fancy-pants 3D polygon objects that the game used the SuperFX chip for. As an adult, I now marvel at how it uses to chip to do things like stretch specific parts of a 2D sprite in response to Yoshi's weight.
@suicideposter
@suicideposter 4 жыл бұрын
I'd really like to know about the battle in the frog's stomach in particular, it always blows my mind how ever they achieved the effects there.
@MarioFanGamer659
@MarioFanGamer659 4 жыл бұрын
@@suicideposter To keep it short, it's a mixture of the HDMA rendering which MissNorington mentioned with transparency (for the stomach itself) and the horizontal and vertical oscilation which we know from the Earthbound battles (for the background).
@eduardorpg64
@eduardorpg64 4 жыл бұрын
Limitations breed creativity indeed. My respects for the Nintendo programmers for creating this neat and curious visual effects!
@Pr0jectFM
@Pr0jectFM 4 жыл бұрын
How the hell do you edit these videos? It's outstanding.
@CathodeRayKobold
@CathodeRayKobold 4 жыл бұрын
He actually made a video about that. Check his channel.
@TankorSmash
@TankorSmash 4 жыл бұрын
@@CathodeRayKobold kzbin.info/www/bejne/r6a5qWeHfpuZf68 this one I think
@lugui
@lugui 4 жыл бұрын
TL;DR: After effects suports a programming language to generate the visuals, so you can import the recordings of the processor instructions that the game generates on the emulator and convert it to ghraphics
@Pr0jectFM
@Pr0jectFM 4 жыл бұрын
@@lugui K. I watched the video. I completely forgot about it before. Now I get it and respect the amount of effort put into these videos!
@darkerbit
@darkerbit 4 жыл бұрын
You missed a Giygas phase, with interlaced horizontal!
@Pandora_Green
@Pandora_Green 4 жыл бұрын
And the phase after that, which has scrolling and vertical oscillation
@BBSplat
@BBSplat 4 жыл бұрын
Would love to see an explanation of Chrono Trigger's time gates, as well as possibly the backgrounds during the Lavos fight!
@Smaxx
@Smaxx 4 жыл бұрын
Time gates are most likely using the same effect. Upper/lower part can be mirrored and distorted just like in this video. The wobbly circles are most likely just palette animations again.
@smzig
@smzig 4 жыл бұрын
@@Smaxx Time gates use mode 7 as well.
@Smaxx
@Smaxx 4 жыл бұрын
@@smzig Yes, exactly. Mode 7 allows scaling and rotating of a background layer, combined with the methods from this video, modifying the scale/rotation for each individual scanline you get the typical fake depth effect/3D transformation for a single plane.
@MaxwelThuThu
@MaxwelThuThu 4 жыл бұрын
The time gates were made with Mode 7 mirrored up and down. Above the Mode 7 layer, the entire screen is filled with sprites doing a translucent glowing effect just with color animation.
@matesafranka6110
@matesafranka6110 4 жыл бұрын
The time gates were actually explained on Boundary Break: kzbin.info/www/bejne/aHvEZIeaqs-fesk (relevant part starts at 2:23). It's basically a scrolling background layer that's clipped into a circular shape (probably using HDMA, if the knowledge I acquired from this channel serves me well :D)
@mechatek3370
@mechatek3370 4 жыл бұрын
I was always curious on how they've done this!
@EthanCGamer
@EthanCGamer 4 жыл бұрын
I always wondered how the backgrounds worked, it's surprisingly simple.
@leavewe
@leavewe 4 жыл бұрын
it's actually surprisingly simple
@LukieLuke5
@LukieLuke5 4 жыл бұрын
EthanCGamer HooRay
@YellowBunny
@YellowBunny 4 жыл бұрын
🍄 Take this Yumyum-Mushroom
@BizerkPixel
@BizerkPixel 4 жыл бұрын
I'm just impressed they came up with this shit. And they did this pre 1994!
@AmyraCarter
@AmyraCarter 4 жыл бұрын
5:34 I remember fondly referring to this as the 'Lava Lamp'. :) Earthbound is still a heavily underrated game...
@wonderguardstalker
@wonderguardstalker 4 жыл бұрын
>heavily underrated It absolutely is not
@AmyraCarter
@AmyraCarter 4 жыл бұрын
@@wonderguardstalker Earthbound still does not get nearly enough love for everything it is and is not, is still sharply and unfairly criticized. Maybe one day...
@1Thunderfire
@1Thunderfire 4 жыл бұрын
@@AmyraCarter Criticised for what out of curiosity? All I've seen is positive reception for the game. It just had poor marketing at the time.
@DaVince21
@DaVince21 4 жыл бұрын
For a game that was obscure for its time, I would say it's most definitely not underrated. 😊
@noodleexpanding3407
@noodleexpanding3407 4 жыл бұрын
@@wonderguardstalker The franchise is underrated though. There is still no Mother 3/Earthbound 2 release in North America so far I believe. When that time comes I will be first in line.
@TristanBomber
@TristanBomber 4 жыл бұрын
Never played the game myself, but I seem to recall some of the attacks in Super Mario RPG having some wacky visual effects. Perhaps that'd be worth a look at?
@redpup6931
@redpup6931 3 жыл бұрын
They do, but they seem to have the same effects. The attack Mario's final smash in Smash Bros. is based on just uses some Horizontal Oscillation and a Palette Swap to make it look like everything is on fire.
@ProximitySound
@ProximitySound 4 жыл бұрын
I think this pace of a video is perfect. Too much information can be hard to absorb in one shot. Thanks for making this!
@Smaxx
@Smaxx 4 жыл бұрын
Also noteworthy how Game Boy games such as Link's Awakening or Pokemon used similar techniques with even more limited capabilities (such as only having 3+1 colors only).
@timmydirtyrat6015
@timmydirtyrat6015 4 жыл бұрын
I've played both of those, when does anything like this happen in them?
@timmydirtyrat6015
@timmydirtyrat6015 4 жыл бұрын
When does anything like this happen in those games?
@Smaxx
@Smaxx 4 жыл бұрын
@@timmydirtyrat6015 Various transitions, in Link's Awakening most notably when using the Dream Shrine or the Ocarina.
@timmydirtyrat6015
@timmydirtyrat6015 4 жыл бұрын
@@SmaxxOh, my bad, I'm still playing through Link's Awakening and I haven't gotten to those yet.
@Smaxx
@Smaxx 4 жыл бұрын
@@timmydirtyrat6015 No worries, just wait and you'll see. :)
@Imirui
@Imirui 2 жыл бұрын
navbox: 0:20 Titlecard 0:30 types of effects 0:50 Palette Cycling 1:43 Background Scrolling 2:25 Horizontal Oscillation 3:36 Interleaved Oscillation 4:32 Vertical Oscillation 5:53 Transparency 7:04 Giygas
@reginangel_official
@reginangel_official 4 жыл бұрын
I always wondered how much it confused my eyes on a SNES and surprise my ears at the final boss on a SNES.
@Used__Napkin
@Used__Napkin 4 жыл бұрын
I always love learning new things about my favorite games
@adriangarciahernandez889
@adriangarciahernandez889 4 жыл бұрын
Dude, as a game developer in practice, please, never stop doing these, they are so helpfull and amazing to watch
@BirdRaiserE
@BirdRaiserE 4 жыл бұрын
0:40 Ah, I was wondering how I could possibly describe what I see when I close my eyes and squint real hard. Good to hear it has a name
@wroij
@wroij 4 жыл бұрын
There’s so many video game related videos where the intro drags on for too long because the creator talks about ‘I played this game so much when I was a kid so it has a special place in my heart blah blah blah’, so it’s nice to watch a video that cuts the crap and gets straight to the point. Not forgetting to mention that this is a great video, I love how you talk in a way that’s so easy to understand for people like me who aren’t experienced in this particular subject :)
@haniyasu8236
@haniyasu8236 4 жыл бұрын
Now I want to know how they actually _computed_ the sine waves..... I imagine it was probably just a LUT but that stuff's expensive to be doing every single scan-line....
@magnum3.14
@magnum3.14 4 жыл бұрын
HDMA transfers/copies values from one memory region (likely the work ram) to another location (likely video ram). I guess the values for the waves are already in memory, maybe combined (interleaved) with other values that are copied to the video ram.
@KuraIthys
@KuraIthys 4 жыл бұрын
Almost certainly pre-computer LUT's in ROM. There's little to no reason to calculate such a thing dynamically in most situations. And because HDMA copies a list of values per scanline... All you need is an appropriate list for the effect in question stored in ROM. Since most effects are static or vary very little over time, that's all you need. Same thing applies to mode 7 perspective effects. since mode 7 doesn't actually do perspective, you'd have to calculate the perspective transform parameters for each scanline. Except, since this never changes the whole time you're using the effect unless you alter the nature of the effect, you can just use a pre-computed table for the effect.
@Qhartb
@Qhartb 4 жыл бұрын
If you're just polling equally-spaced points of the sine function, you could pretty inexpensively simulate an oscillator from its differential equation much more cheaply than independently evaluating points of the sine function. Pretty sure Castlevania's Medusa heads did that every frame, but it's probably cheap enough to do every scanline.
@MarioFanGamer659
@MarioFanGamer659 4 жыл бұрын
In addition, the SNES supports fast multiplication which it internally uses to calculate the mode 7 transformation but can be used for your own calculation on any other background mode.
@GameDevYal
@GameDevYal 4 жыл бұрын
You only need to store a quarter of the sine LUT since it's got a lot of nice symmetry, so they probably went for that approach (speed over space)... I've seen that the first three Sonic games did the same to handle all the loops/slope geometry efficiently so it probably was a common technique in those days.
@trulyinfamous
@trulyinfamous 2 жыл бұрын
Earthbound's background are the kinds of things you would see in old tech demos. Crazy stuff.
@m1lkweed
@m1lkweed 4 жыл бұрын
I learned yesterday that RGMEx is narrated and run by the legendary Dotsarecool. Keep up the amazing work, dude!
@RT55J
@RT55J 4 жыл бұрын
An overview of how "raster roads" work, like the ones in Rad Racer, Top Gear, or the Mad Hatter fight in Batman and Robin for the Genesis, would be excellent.
@bolson42
@bolson42 4 жыл бұрын
Yes! Earthbound backgrounds. Those things tripped me out, I always wondered how they worked
@mllarson
@mllarson 4 жыл бұрын
I've been waiting for a video like this! I've always wondered how these types of effects were done.
@placebo_yue
@placebo_yue 4 жыл бұрын
Amazing video. It's mindblowing what they achieved there with the SNES. And very inspiring to try and recreate. I use processing to make visuals and stuff and it's a quite tough challenge, but that's the fun of it. Your explanations made much clearer what i should try to do
@GigaBoots
@GigaBoots 4 жыл бұрын
Fantastic as usual. Supporting you is something I’m glad I can do.
@user-py5ch7yd9w
@user-py5ch7yd9w 4 жыл бұрын
I want PSI Audiovisual Effects
@JNSStudios
@JNSStudios 4 жыл бұрын
I think those are just animation frames, nothing fancy.
@user-rs1990
@user-rs1990 4 жыл бұрын
Thank you so much for this! Earthbound was certainly made to take advantage of SNES hardware!
@milesbrown2261
@milesbrown2261 4 жыл бұрын
Man I LOVE earthbound’s battle graphics!
@etherraichu
@etherraichu 4 жыл бұрын
1:30 oh god, this background forces my eyes to do the thing that lets you see the image in Magic Eye pictures.
@Zero-X6773
@Zero-X6773 4 жыл бұрын
I love these videos! You have a great way of showing how things work, and I love the detail that you go into for the explanations. Keep em’ coming!
@Miranda-Priestly
@Miranda-Priestly Ай бұрын
Favorite game near and dear to my heart, so it is beautiful when you can learn more about something so amazing.
@benjaminbrady2385
@benjaminbrady2385 4 жыл бұрын
Oh man, this is an amazing video! I've been waiting for this ever since I read about you doing this at some point on your website!
@DaVince21
@DaVince21 4 жыл бұрын
This was simply great. I'd love to see a video on the effects used in Terranigma. Both the first overworld's warping effect and the several different text effects and movements. Another good one might be an explanation on how the music with lyrics is accomplished in Tales of Phantasia.
@JetWolfEX
@JetWolfEX 4 жыл бұрын
I was going to suggest that too. Terranigma has effects seemingly unique to that game.
@goatbone
@goatbone 4 жыл бұрын
Love it and I haven't even started watching it yet.
@goatbone
@goatbone 4 жыл бұрын
Finished now. Was always intrigued by these background animations. So glad to learn about them.
@CanoTheVolcano
@CanoTheVolcano 4 жыл бұрын
I've been wanting someone to explain these for a very long time! Aside from "It uses HDMA", I had no real clue how it worked
@teofilled
@teofilled 3 жыл бұрын
well explained, thanks! your videos are amazing, and those battle scenes always looked like some demoscene effect to me, so kudos for the reengineering and making it understandable, how they work!
@AB-ts6dn
@AB-ts6dn 3 жыл бұрын
This is such a good in depth video thank you , earthbound was definitely ahead of its time visually graphically it didn’t age that well but I still love it.
@icedude_907
@icedude_907 4 жыл бұрын
Man, I have always wondered how this was done. Thanks for making this!
@LadyBrightcynder
@LadyBrightcynder 4 жыл бұрын
Now I wanna play Earthbound again and savour just how much love and effort went into the game.
@doodlehobbo8697
@doodlehobbo8697 Жыл бұрын
I'm surprised that the backgrounds doesn't hurt my eyes and it's still pleasing to see.
@kingofbingus468
@kingofbingus468 7 ай бұрын
i am so glad someone talked about this!! i have always wondered about these
@SuperShesh2
@SuperShesh2 4 жыл бұрын
Your editing is amazing and your explanations go so well with them
@themanwithaplan5425
@themanwithaplan5425 2 жыл бұрын
I love the backgrounds of EarthBound! I don't feel like they get the respect they deserve!
@Tigrou7777
@Tigrou7777 4 жыл бұрын
As always, I am amazed by the amount of video editing that probably went into this.
@Jack-ni2qs
@Jack-ni2qs 4 жыл бұрын
I never figured that I would learn the reason for the classic yet complex Mother 2 backgrounds. Thank you!
@jansenart0
@jansenart0 4 жыл бұрын
Earthbound! Heck yes!
@POSTELVIS
@POSTELVIS 4 жыл бұрын
This is a wonderful video! I knew iwata and his team were talented but to have it explained expertly is even more cool!
@schreipfelerer1782
@schreipfelerer1782 4 жыл бұрын
I love your Videos man!
@empiredirt6530
@empiredirt6530 2 жыл бұрын
gorgeous! I was curious how some of these effects were achieved and this video was exactly what I wanted to see.
@Lugiaskr
@Lugiaskr 4 жыл бұрын
thanks for always providing such unique and fascinating content
@jimvervoort621
@jimvervoort621 4 жыл бұрын
oh wow so all the backgrounds are images, i could see most of the ones that were a single image but i thought some used animation but its just effects dome by the console. really cool video and would love to see a mother 3 version of this if there are any differences
@eveappleby2211
@eveappleby2211 4 жыл бұрын
Always absolutely love the videos, keep it up
@EdsonCruz
@EdsonCruz 4 жыл бұрын
I freaking love this channel so much.
@DollarTaco
@DollarTaco 2 жыл бұрын
Fantastic! I always wondered if there was a breakdown out there about this specific effect in that game, and I assumed nobody cared enough to go into it. Thank you for making these videos!
@einootspork
@einootspork 4 жыл бұрын
I love watching the video quality go to crap in an EarthBound playthrough whenever they beat Giygas. Pay attention to the background at 7:47
@AllanPichardo
@AllanPichardo 4 жыл бұрын
I was just thinking about this a few hours ago. Glad I found your video! Trying to implement something similar on the Genesis for an art project. Thanks for explaining it!
@-king-1230
@-king-1230 3 жыл бұрын
It must've been a headache for the devs to figure this shit out. Mad respect for doing it
@whamer100
@whamer100 4 жыл бұрын
you should explain how the superfx chip works!
@jabelsjabels
@jabelsjabels 4 жыл бұрын
oh I am so ready for this series, this is my favorite aspect of older games!
@edwardota1991
@edwardota1991 Жыл бұрын
I'm making an RPG with similiar backgrounds and this video helped me a lot. Thank you!
@nhoenderop
@nhoenderop 4 жыл бұрын
Just terrific, thank you
@CreeperGreenMC
@CreeperGreenMC 4 жыл бұрын
Thank you for another great video
@ThisuraDodangoda
@ThisuraDodangoda 4 жыл бұрын
Damn impressive explanation on how the effects were achieved!
@BattleAngelAlita1
@BattleAngelAlita1 4 жыл бұрын
I didn’t know I needed this video but I needed this video
@DonYagamoth
@DonYagamoth 4 жыл бұрын
This is neat, I really, really appreciate your visual explanations. They make it so much greater to understand ^^ My request would be for "Tales of Phantasia (Super Famicom)". It has a fully voiced song in there, and a rather extensive music player, which seems rather ridiculous for a SNES game
@haruki_nyan
@haruki_nyan 2 жыл бұрын
I recently purchased a copy of Tales of Phantasia, and was so impressed by the voiced intro song that I dumped the ROM and a started manual disassembly so I could find out how it was done (I've only disassembled a few hundred bytes, so I haven't found out). Also, there were only three programmers? The game's intro credits mention "total programming," "audio programming," and "expression programming" (whatever that is), which is impressive considering that it's the biggest SNES game (6 MiB).
@ChaseIsDaAce
@ChaseIsDaAce 4 жыл бұрын
Love ur channel!
@PixelBrushArt
@PixelBrushArt 4 жыл бұрын
As always, great work!
@ramsoope8520
@ramsoope8520 4 жыл бұрын
KZbin just recommended this video to me on a whim and I gotta say, idk exactly everything thats going on here but I'm hooked
@EveryDooDarnDiddlyDay
@EveryDooDarnDiddlyDay 4 жыл бұрын
I don't care what anyone says, this is the 3rd best video about graphics on KZbin.
@MakotoIchinose
@MakotoIchinose 4 жыл бұрын
It's really amazing how seemingly simple HDMA transform algorithms (which in result is a primitive oscillation trick - something you can do with actual trigonometry math in modern shader programming) and palette cycling can make up a trippy yet nice backgrounds. I think this is good reference for those who just started in learning shaders.
@JossCard42
@JossCard42 4 жыл бұрын
Just jumping in before I start the video to say how excited I am for a video on the Battle backgrounds of Earthbound!
@VitaEx
@VitaEx 4 жыл бұрын
This is awesome thank you for this
@kimgkomg
@kimgkomg 4 жыл бұрын
One thing that I've always been curious about is the many extra chips used in Nes games. Things like the Vrc6 and how they work are not very well documented (in video form).
@DeadLikeYou
@DeadLikeYou 4 жыл бұрын
These visualizations are amazing!
@Cptn.Viridian
@Cptn.Viridian 4 жыл бұрын
Great video, very informative. I have a video suggestion however: Can you explain how the SuperFX chip worked in A: Boosting the SNES's capability for Yoshi's Island, and 2: How it produced 3D images in StarFox, such as the flowchart of how the SNES builds the 3D images, how it handles the 3D objects (from a hardware perspective) and other such facts and info about it (such as how they incorporated the lag into how StarFox actually plays). I have looked all across the internet, and I haven't been able to find a *good and understandable* explanation of how it works. I see no better person fit for the job than you! Regardless great video and I can't wait for the next one.
@MarioFanGamer659
@MarioFanGamer659 4 жыл бұрын
One word: Maths. All what Super FX does to render is to simply render a polygon i.e. you calculate how to project the plane from 3D into 2D and then plot the polygon onto the graphics buffer ("plot" because the bitmap need to be converted into the SNES's planar format which is what plotting does). It also doesn't do much on Yoshi's Island either, at least on regular gameplay, as the most it does there is to transform sprites linearily (i.e. rotate, grow, shrink, squish and squash). It does play on a couple other effects like parallax scrolling (nothing new but Super FX calculates each scanline individually), horizontal osscilation (also not new but much like parallax scroll, it's calculated on each scanline and even manually i.e. without lookup tables) and the polygons (which are constructed with HDMA -- ALttP's Triforce is actually drawn and that's without any enhancement chips!).
@Esandeech2
@Esandeech2 3 жыл бұрын
Amazing video!
@forgado7396
@forgado7396 4 жыл бұрын
Finally, I have the answer I've been waiting so long to hear.
@Inhake
@Inhake 4 жыл бұрын
inject this video into my veins
@JamieKitchens6
@JamieKitchens6 4 жыл бұрын
Me too.
@JillofTrades
@JillofTrades 2 жыл бұрын
This is amazing how so little is used to make something so big!
@Alzter0
@Alzter0 4 жыл бұрын
Awesome, please make more!
@neverhelios
@neverhelios 4 жыл бұрын
Thanks, it's very helpful to learn some graphical mechanics
@dwg3477
@dwg3477 3 жыл бұрын
Great video. I loved these background effects, but I had to shut my eyes tightly at times, especially during the final boss, because my brain was starting to hurt
@BenRitter
@BenRitter 4 жыл бұрын
I always love these
@taben9jake
@taben9jake 4 жыл бұрын
Thanks for the breakdown, love to see you in my sub menu:) also, it may be too new, but I always loved how black smoke effects looked on ps1 games. Tomba 2 and Threads of Fate/Dewprism come to mind.
@innabox7040
@innabox7040 2 жыл бұрын
Glad I watched this video. I'm making a game and thought of some backgrounds and animations and stuff and thought I had to draw everything pixel by pixel lmao
@Aikisbest
@Aikisbest 3 жыл бұрын
Holy crap, that visual example at around 6:15 for transparency is so damn pretty ;__;
@MisterLiker
@MisterLiker 4 жыл бұрын
Amazing work :D
@littleampton2
@littleampton2 4 жыл бұрын
Cool, gosh, finally someone explains it really well
@justsomeone4347
@justsomeone4347 4 жыл бұрын
I feel like the markers had too much fun with this.
@coreyrachar9694
@coreyrachar9694 Жыл бұрын
The backgrounds were just one part of a masterpiece. Damn what deadly game.
@itstaifuni9361
@itstaifuni9361 4 жыл бұрын
Why don’t you have more subs? You are great at this stuff!
@FinalManaTrigger
@FinalManaTrigger 4 жыл бұрын
This is seriously the coolest thing I've seen in a long time. I probably sounded like Owen Wilson through the whole thing. :)
@unvergebeneid
@unvergebeneid 4 жыл бұрын
The FF7 battle swirl interests me. It was missing on the PC release, so it makes me suspect that it was using something particular to the PS1 hardware.
@SerBallister
@SerBallister 4 жыл бұрын
That was done with a feedback effect if I remember. The screen buffer is used as a texture source and drawn on top of itself using additive transparency with some subtle rotation and zoom applied, you keep repeating the same step over multiple frames to get that growing swirl effect.
@smokeydops
@smokeydops 4 жыл бұрын
Copy the framebuffer to a texture (with the black overscan regions), scale and rotate the texture down, apply transparency, but do not clear the framebuffer. Should explain it, but I'm sure RGMEx will do better.
Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02
7:22
Retro Game Mechanics Explained
Рет қаралды 69 М.
Generation I Pokémon Cries Explained
19:15
Retro Game Mechanics Explained
Рет қаралды 681 М.
Smart Sigma Kid #funny #sigma #comedy
00:19
CRAZY GREAPA
Рет қаралды 7 МЛН
MissingNo.'s Glitchy Appearance Explained
21:20
Retro Game Mechanics Explained
Рет қаралды 1 МЛН
Mother 3 PSI, Special Abilities, & Items: All in One (UPDATED)
3:26
Everett Gladden
Рет қаралды 174 М.
Off Camera Secrets | Earthbound  - Boundary Break
16:25
Shesez
Рет қаралды 699 М.
The Code That Makes Mario Move
9:53
NesHacker
Рет қаралды 514 М.
Atari's Quadrascan Explained
20:57
Retro Game Mechanics Explained
Рет қаралды 184 М.
MOTHER2/EarthBound - Samples used in the soundtrack
5:08
iwanttobelieve
Рет қаралды 631 М.
Graphically Impressive SNES Games
18:05
That Video Games Show
Рет қаралды 268 М.
The Nintendo Entertainment System's Loading Seam
5:31
Retro Game Mechanics Explained
Рет қаралды 833 М.
Earthbound Halloween Hack Music - Final Boss (Megalovania)
2:00
Cameron
Рет қаралды 4,1 МЛН
РАНГ ЖАНА СЕЗОН  - АДЕЛАЙДА СТРИМ !
5:53:20
skibidi toilet multiverse 038
6:38
DOM Studio
Рет қаралды 8 МЛН