Is mode 7 possible?

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Post » Sun Jan 13, 2013 1:04 pm

Mind sharing the capx test?

I would love to make something similar to create a street fighter floor

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Post » Sun Jan 13, 2013 11:03 pm

If you slice an image into horizontal slices you can position and scale each slice independently allowing for shear and taper effects. The drawback is a high object count.
http://dl.dropbox.com/u/5426011/examples16/streetfighter.capx
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Post » Sun Jan 13, 2013 11:18 pm

Jesus Rojo, how do you come up with the algorithm for these things so quickly? Also I'm curious to know how you were able to cut your image into 64 pieces. Did you use some kind of program or did you individually cut the image into that many pieces using paint,gimp, photoshop or some kind of paint tool?


[QUOTE=R0J0hound] If you slice an image into horizontal slices you can position and scale each slice independently allowing for shear and taper effects. The drawback is a high object count.
http://dl.dropbox.com/u/5426011/examples16/streetfighter.capx[/QUOTE] retrodude2013-07-03 22:28:23
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Post » Mon Jan 14, 2013 12:30 am

Procastinator...I may be wrong, but wouldn't the sinewave behavior be perfect for something like this? i mean if it scales and moves slower as the distance goes farther back, that's probably something that'd be perfect for the sinewave
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Post » Mon Jan 14, 2013 7:20 am

@retrodude I did something similar before but with vertical slices. I sliced the image in construct by using the "import sprite strip" function in the image editor.
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Post » Mon Jan 14, 2013 7:17 pm

I found a good explanation on the math used for mode7 here:
http://gamedev.stackexchange.com/questions/24957/doing-an-snes-mode-7-affine-transform-effect-in-pygame

Here's a capx of it in action:
http://dl.dropbox.com/u/5426011/examples16/mode7grid.capx

EDIT: and one with a texture:
http://dl.dropbox.com/u/5426011/examples16/mode7.capxR0J0hound2013-01-14 19:56:15
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Post » Mon Jan 14, 2013 7:31 pm

This might be worth a look-
MarioKart
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Post » Mon Jan 14, 2013 10:31 pm

Wow AMAZING STUFF!!! I was already in awe of your vertical slicing method and was looking through that but it seems this example is more faster with rendering. Its good to know that its possible in C2   
now if only we could get the fps count to 20-30 it would have been perfect, unless my laptops the only one that's giving performance speeds of 8-10 fps. I'll be looking over the explanation on the math later this week because this looks awesome, thanks for posting Rojo   

[QUOTE=R0J0hound] I found a good explanation on the math used for mode7 here:
http://gamedev.stackexchange.com/questions/24957/doing-an-snes-mode-7-affine-transform-effect-in-pygame

Here's a capx of it in action:
http://dl.dropbox.com/u/5426011/examples16/mode7grid.capx

EDIT: and one with a texture:
http://dl.dropbox.com/u/5426011/examples16/mode7.capx[/QUOTE] retrodude2013-07-03 22:28:39
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Post » Mon Jan 14, 2013 10:35 pm

@retrodude

Rojo's latest example never drops below 30fps for me.
If your vision so exceeds your ability, then look to something closer.
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Post » Mon Jan 14, 2013 10:49 pm

[QUOTE=chrisbrobs] This might be worth a look-
MarioKart[/QUOTE]

Did you make that? That looks pretty amazing and its also written in java . I was also looking through the source code hoping for comments, but unfortunately the author didn't provide the comments or give an explanation behind the pseudo code for a project such as this but its still something I'll definetly look into as well, thanks for posting    retrodude2013-07-03 22:28:54
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