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.
@indejcriptible5 жыл бұрын
source on this?
@blubiart5 жыл бұрын
@@indejcriptible @rockcock64 on twitter twitter.com/rockcock64/status/1160544595622748160
@b0mbware5 жыл бұрын
I just pressed my palms into my eyeballs and you are so right
@reginangel_official5 жыл бұрын
@@b0mbware same rn i saw trippy stuff.
@Bacony_Cakes4 жыл бұрын
The screaming is the most important part.
@TheRedCap5 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.
@proxy10355 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
@CapnSlipp5 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.
@cathacker135 жыл бұрын
Let's talk about the fact this was done using assembly
@23Scadu5 жыл бұрын
If you think this is impressive, I hope you're subscribed to GameHut.
@TheRedCap5 жыл бұрын
@@23Scadu oh I am pal. I am...
@dontmindme65205 жыл бұрын
I can still hear those backgrounds even without the music.
@fireaza5 жыл бұрын
Do, do, dooo! Da! Da! Do, do, dooo! Da! Da!
@bobisnotaperson5 жыл бұрын
Removes backgrounds from Earthbound. **Weird Music Stops**
@erikaisadiah4 жыл бұрын
I love how that somehow makes perfect sense
@Shadow404x3 жыл бұрын
@@bobisnotaperson try playing Earthbound Beginnings
@eggnogisdead5 ай бұрын
@@bobisnotaperson no battle backgrounds in mother 1 and almost all the battle songs you hear are dwananananaooooo… dee dee dee…
@jumbledfox209815 күн бұрын
2:23 "Now for the fun stuff, by using something called MDMA, we can see these backgrounds with our eyes closed!"
@skydevxyz5 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_hand5 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.
@muizzsiddique5 жыл бұрын
Couldn't similar effects be acheived using pixel shaders?
@slap_my_hand5 жыл бұрын
@@muizzsiddique You can do that, but it would require way more advanced hardware.
@nuxx18764 жыл бұрын
this is not a trick
@3lH4ck3rC0mf0r74 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?
@watchm4ker3 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.
@livvy945 жыл бұрын
Fun fact, the dev team's internal name for these backgrounds was "video drugs." heh
@PScoopYT5 жыл бұрын
IIRC, "Video drugs" was an actual thing in Japan! It's similar to these backgrounds too.
@alanbrito1415 жыл бұрын
Where does it say that?
@ActionGamerAaron5 жыл бұрын
@@alanbrito141 In this interview it was translated as 'video relaxant'. yomuka.wordpress.com/2009/06/21/weekly-famitsu-september-9-1994/
@ERROR240165 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?"
@Karmageddon4155 жыл бұрын
Hi Vince
@MarioFanGamer6595 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!).
@MissNorington5 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).
@KuraIthys5 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.
@fireaza5 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.
@suicideposter5 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.
@MarioFanGamer6595 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).
@Pr0jectFM5 жыл бұрын
How the hell do you edit these videos? It's outstanding.
@CathodeRayKobold5 жыл бұрын
He actually made a video about that. Check his channel.
@TankorSmash5 жыл бұрын
@@CathodeRayKobold kzbin.info/www/bejne/r6a5qWeHfpuZf68 this one I think
@lugui5 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
@Pr0jectFM5 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!
@eduardorpg645 жыл бұрын
Limitations breed creativity indeed. My respects for the Nintendo programmers for creating this neat and curious visual effects!
@BBSplat5 жыл бұрын
Would love to see an explanation of Chrono Trigger's time gates, as well as possibly the backgrounds during the Lavos fight!
@Smaxx5 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.
@smzig5 жыл бұрын
@@Smaxx Time gates use mode 7 as well.
@Smaxx5 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.
@MaxwelThuThu5 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.
@matesafranka61105 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)
@darkerbit5 жыл бұрын
You missed a Giygas phase, with interlaced horizontal!
@Pandora_Green5 жыл бұрын
And the phase after that, which has scrolling and vertical oscillation
@thecrimsonaxe60375 жыл бұрын
Earthbound, where every fight is it's own unique psychedelic nightmare.
@EthanCGamer5 жыл бұрын
I always wondered how the backgrounds worked, it's surprisingly simple.
@leavewe5 жыл бұрын
it's actually surprisingly simple
@LukieLuke55 жыл бұрын
EthanCGamer HooRay
@YellowBunny5 жыл бұрын
🍄 Take this Yumyum-Mushroom
@BizerkPixel5 жыл бұрын
I'm just impressed they came up with this shit. And they did this pre 1994!
@mechatek33705 жыл бұрын
I was always curious on how they've done this!
@AmyraCarter5 жыл бұрын
5:34 I remember fondly referring to this as the 'Lava Lamp'. :) Earthbound is still a heavily underrated game...
@wonderguardstalker5 жыл бұрын
>heavily underrated It absolutely is not
@AmyraCarter5 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...
@1Thunderfire5 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.
@DaVince215 жыл бұрын
For a game that was obscure for its time, I would say it's most definitely not underrated. 😊
@noodleexpanding34075 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.
@TristanBomber5 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?
@redpup69314 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.
@Smaxx5 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).
@timmydirtyrat60155 жыл бұрын
I've played both of those, when does anything like this happen in them?
@timmydirtyrat60155 жыл бұрын
When does anything like this happen in those games?
@Smaxx5 жыл бұрын
@@timmydirtyrat6015 Various transitions, in Link's Awakening most notably when using the Dream Shrine or the Ocarina.
@timmydirtyrat60155 жыл бұрын
@@SmaxxOh, my bad, I'm still playing through Link's Awakening and I haven't gotten to those yet.
@Smaxx5 жыл бұрын
@@timmydirtyrat6015 No worries, just wait and you'll see. :)
I think this pace of a video is perfect. Too much information can be hard to absorb in one shot. Thanks for making this!
@haniyasu82365 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....
@magnum3.145 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.
@KuraIthys5 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.
@Qhartb5 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.
@MarioFanGamer6595 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.
@GameDevYal5 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.
@adriangarciahernandez8895 жыл бұрын
Dude, as a game developer in practice, please, never stop doing these, they are so helpfull and amazing to watch
@reginangel_official5 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.
@BirdRaiserE5 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
@m1lkweed5 жыл бұрын
I learned yesterday that RGMEx is narrated and run by the legendary Dotsarecool. Keep up the amazing work, dude!
@terdragontra89002 күн бұрын
5:25 This background is, in my opinion, by far the most clever use of these techniques, using a vertical stretch and flip on a background with long vertical lines, so you can’t always visually tell where the flip happens. Unlike the other ones, if I was just shown the animation without the explanation, I don’t think I could’ve guessed how it was done, very cool.
@Used__Napkin5 жыл бұрын
I always love learning new things about my favorite games
@mllarson5 жыл бұрын
I've been waiting for a video like this! I've always wondered how these types of effects were done.
@RT55J5 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.
@bolson425 жыл бұрын
Yes! Earthbound backgrounds. Those things tripped me out, I always wondered how they worked
@wroij5 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 :)
@etherraichu5 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.
@trulyinfamous2 жыл бұрын
Earthbound's background are the kinds of things you would see in old tech demos. Crazy stuff.
@GigaBoots5 жыл бұрын
Fantastic as usual. Supporting you is something I’m glad I can do.
@placebo_yue4 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
@user-rs19905 жыл бұрын
Thank you so much for this! Earthbound was certainly made to take advantage of SNES hardware!
@goatbone5 жыл бұрын
Love it and I haven't even started watching it yet.
@goatbone5 жыл бұрын
Finished now. Was always intrigued by these background animations. So glad to learn about them.
@DaVince215 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.
@JetWolfEX5 жыл бұрын
I was going to suggest that too. Terranigma has effects seemingly unique to that game.
@Jack-ni2qs5 жыл бұрын
I never figured that I would learn the reason for the classic yet complex Mother 2 backgrounds. Thank you!
@CanoTheVolcano5 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
@user-py5ch7yd9w5 жыл бұрын
I want PSI Audiovisual Effects
@JNSStudios4 жыл бұрын
I think those are just animation frames, nothing fancy.
@milesbrown22615 жыл бұрын
Man I LOVE earthbound’s battle graphics!
@AB-ts6dn3 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.
@LadyBrightcynder5 жыл бұрын
Now I wanna play Earthbound again and savour just how much love and effort went into the game.
@themanwithaplan54252 жыл бұрын
I love the backgrounds of EarthBound! I don't feel like they get the respect they deserve!
@teofilled4 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!
@jimvervoort6215 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
@benjaminbrady23855 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!
@icedude_9075 жыл бұрын
Man, I have always wondered how this was done. Thanks for making this!
@POSTELVIS5 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!
@DonYagamoth5 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_nyan3 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).
@happily_blue2 ай бұрын
That's SO COOL!!! Giygas is present from the beginning
@DollarTaco2 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!
@Cptn.Viridian5 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.
@MarioFanGamer6595 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!).
@jansenart05 жыл бұрын
Earthbound! Heck yes!
@MakotoIchinose5 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.
@EveryDooDarnDiddlyDay5 жыл бұрын
I don't care what anyone says, this is the 3rd best video about graphics on KZbin.
@Tigrou77774 жыл бұрын
As always, I am amazed by the amount of video editing that probably went into this.
@Zero-X67735 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!
@ramsoope85205 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
@Miranda-Priestly4 ай бұрын
Favorite game near and dear to my heart, so it is beautiful when you can learn more about something so amazing.
@Inhake5 жыл бұрын
inject this video into my veins
@JamieKitchens65 жыл бұрын
Me too.
@edwardota19912 жыл бұрын
I'm making an RPG with similiar backgrounds and this video helped me a lot. Thank you!
@elveninsanity26025 жыл бұрын
As a guy with an extreme fascination with retro computer hardware used in game consoles like this, I really love videos like this. I wonder what it would be like to work on a video game with such limiting yet impressive hardware when used correctly. If you ever intend to focus on other consoles, I recommend the Genesis. It may not have as much hardware capabilities of the SNES, but it could still be fun to dive into how it ticks.
@BattleAngelAlita15 жыл бұрын
I didn’t know I needed this video but I needed this video
@schreipfelerer17825 жыл бұрын
I love your Videos man!
@JossCard425 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!
@alekhin0w5 жыл бұрын
Control your plosives. Put a pop filter in front of your mic. If your have one, keep your distance. I love your work.
@levidesforges-moxon74854 жыл бұрын
Earthbound battle backgrounds look like bus seats
@jabelsjabels5 жыл бұрын
oh I am so ready for this series, this is my favorite aspect of older games!
@CreeperGreenMC5 жыл бұрын
Thank you for another great video
@whamer1005 жыл бұрын
you should explain how the superfx chip works!
@einootspork5 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
@coreyrachar96942 жыл бұрын
The backgrounds were just one part of a masterpiece. Damn what deadly game.
@doodlehobbo86972 жыл бұрын
I'm surprised that the backgrounds doesn't hurt my eyes and it's still pleasing to see.
@curtmack5 жыл бұрын
Chrono Trigger's spell effects might be worth looking at, they make good use of windowing. And of course, if you're doing a video on Chrono Trigger's effects, you'd have to cover the time warp and time gate effects, too.
@pr0ntab5 жыл бұрын
Indeed. It's got some pretty impressive variety of effects using various layers and modes. Did you know windowing updated via HDMA was used to draw the keyhole animation during secret level exits in SMW?
@empiredirt65302 жыл бұрын
gorgeous! I was curious how some of these effects were achieved and this video was exactly what I wanted to see.
@FinalManaTrigger5 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. :)
@kingofbingus46810 ай бұрын
i am so glad someone talked about this!! i have always wondered about these
@unvergebeneid5 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.
@SerBallister5 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.
@smokeydops5 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.
@ThisuraDodangoda5 жыл бұрын
Damn impressive explanation on how the effects were achieved!
@kimgkomg5 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).
@AllanPichardo4 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!
@annoyingbarrelofdoom54314 жыл бұрын
The battle backgrounds are some of the best things about Mother 2 and 3. Using this for my university homework lol.
@nhoenderop5 жыл бұрын
Just terrific, thank you
@FindUnfamiliar5 жыл бұрын
God i love these videos! Can i request you look at the backgrounds of Mother 3? Or perhaps how the beat system works! Anyway keep it upo, i love learning new things about my old favorite games.
@taben9jake5 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.
@Gangfang11 ай бұрын
This is SOOOOO much more complicated than I thought lol
@Lugiaskr5 жыл бұрын
thanks for always providing such unique and fascinating content
@vuurniacsquarewave50915 жыл бұрын
I think NES techniques like CHR-RAM tile swapping and shifting to produce faux parallax scrolling and CHR-ROM bank switching can be interesting, as well as how exactly the Battletoads drum sounds are created which is apparently some sort of digital synthesis pushed through the 7-bit DAC of the 5th sound channel.
@hburke77998 күн бұрын
it's such a shame that YT compression takes a toll on quite a few of these... but incredible video overall!
@williamdrum98992 жыл бұрын
Gotta love screen scrambling effects (think the Subrosian Portal from Zelda Oracle of Seasons or Psychic type attacks in Pokemon). On systems with limited memory like the Game Boy, these visual effects take up almost no space in comparison to actual game graphics, as they're done using code rather than graphics data.
@SuperShesh25 жыл бұрын
Your editing is amazing and your explanations go so well with them
@innabox70403 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
@EdsonCruz5 жыл бұрын
I freaking love this channel so much.
@philiphanhurst26555 жыл бұрын
I’ve achieved similar effects in unity using sine functions and other effects on UVs. It’s a lot of fun!
@dwg34773 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
@peachparee76475 жыл бұрын
Finally someone mentions the creepy static Giygas in the intro.
@JillofTrades2 жыл бұрын
This is amazing how so little is used to make something so big!