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Author Topic: RARE Intro Effect.  (Read 1054 times)
Snatcher
Guest
« on: June 02, 2007, 05:32:43 pm »

This is an intro Movie of Ken Griffey Jr.'s Winning Run for SNES. (Sorry for it not being very clear, it looks better if you watch it on the actual ROM.)

I was wondering if it was possible to recreate the sparkling fade-out effect you see on the Nintendo logo? I thought it was really amazing intro for an SNES game. I would like to use the effect for a hack I plan to make. But it looks very complex.
Numonohi_Boi
Guest
« Reply #1 on: June 02, 2007, 05:38:02 pm »

mmm, I had forgotten about how tasty that is, that's got to be the best RARE intro on SNES.
Snatcher
Guest
« Reply #2 on: June 02, 2007, 05:44:37 pm »

Yep, RARE definitely knew how to use the SNES to it's full extent.
Gideon Zhi
Guest
« Reply #3 on: June 02, 2007, 06:44:58 pm »

Actually, that looks pretty easy. It could be accomplished with a few sprites and HDMA disabling of scanlines for the RARE logo at least.
Maegra
Guest
« Reply #4 on: June 02, 2007, 06:53:14 pm »

wow thats gotta be the best logo fade in/out i've ever seen.
MathOnNapkins
Guest
« Reply #5 on: June 02, 2007, 07:16:48 pm »

The first part where the "Nintendo" dissolves doesn't use HDMA, so it probably is just some hard coded effect they did to "bitmap" the whole process. I'd think that would be more straightforward than generation hundreds of different tiles to achieve the same effect.
creaothceann
Guest
« Reply #6 on: June 02, 2007, 07:46:53 pm »

The HDMA effects in Super Turrican 2 & the Donkey Kong Country games are also nice.

I'm sure there're some obscure (J) games with good effects, too. Smiley
Snatcher
Guest
« Reply #7 on: June 02, 2007, 07:53:40 pm »

I made a QuickTime movie you can download here:
http://rapidshare.com/files/34916750/KGJ_Winning_Run_Intro.mov.zip.html

It's a lot better quality. Wink
Nightcrawler
Guest
« Reply #8 on: June 03, 2007, 10:40:32 am »

I'd also guess the Nintendo logo effects are just some nice sprite animation. It probably wouldn't even take up that many tiles.

The Rare logo fade at the end looks to me like it may be an HDMA combined with windowing technique.

Somebody may want to take a look at the code or savestate and see if they can tell us for sure. I'm always interested on how these things are done.
Gideon Zhi
Guest
« Reply #9 on: June 03, 2007, 02:16:57 pm »

Quote from: Nightcrawler on June 03, 2007, 10:40:32 am
The Rare logo fade at the end looks to me like it may be an HDMA combined with windowing technique.

Nah, probably not - bgwindows only operate horizontally, not vertically. I can see a similar effect being accomplished for a horizontal wipe, but not a vertical. Rather, HDMA is likely used to disable the entire screen, then there's a rolling scanline enable that starts at the bottom of the logo and works its way up. That'd be the easiest way to do something like that, anyway.
creaothceann
Guest
« Reply #10 on: June 03, 2007, 03:12:15 pm »

Quote from: Nightcrawler on June 03, 2007, 10:40:32 am
Somebody may want to take a look at the code or savestate and see if they can tell us for sure. I'm always interested on how these things are done.

Red Nintendo logo + stars:
Glowing on BG1, "Nintendo" letters on BG2, stars are sprites.
Only the letters are on both main- and subscreen, glowing is only on subscreen. The effect is that the letters stand out more through the glowing.

Fading:
Particle effect is done with ca. 80..100 sprites, each having only the top-left corner set to a visible pixel. The vertical bar is on BG1. I think the letters are removed by increasing the size of window 1 (which masks the BGs) each frame.

"Rare" logo fading in:
Logo is on BG2, sprites are used for particles.
HDMA channels are used to change the color constant (which is added) to generate the bright border, and to make the logo visible.

"Reflections" on the logo:
Mainscreen has sprites (the reflections) over the logo (BG2), subscreen (also the logo) is added to the sprites.

"Rare" logo fading out:
Mainscreen has the logo on BG2; the subscreen has a circular shaded area on BG1 that is subtracted from the BG2 pixels. The palette values for the circular area are brightened to reduce the brightness of the logo.
Snatcher
Guest
« Reply #11 on: June 03, 2007, 04:17:05 pm »

Quote from: creaothceann on June 03, 2007, 03:12:15 pm
Red Nintendo logo + stars:
Glowing on BG1, "Nintendo" letters on BG2, stars are sprites.
Only the letters are on both main- and subscreen, glowing is only on subscreen. The effect is that the letters stand out more through the glowing.

Fading:
Particle effect is done with ca. 80..100 sprites, each having only the top-left corner set to a visible pixel. The vertical bar is on BG1. I think the letters are removed by increasing the size of window 1 (which masks the BGs) each frame.

"Rare" logo fading in:
Logo is on BG2, sprites are used for particles.
HDMA channels are used to change the color constant (which is added) to generate the bright border, and to make the logo visible.

"Reflections" on the logo:
Mainscreen has sprites (the reflections) over the logo (BG2), subscreen (also the logo) is added to the sprites.

"Rare" logo fading out:
Mainscreen has the logo on BG2; the subscreen has a circular shaded area on BG1 that is subtracted from the BG2 pixels. The palette values for the circular area are brightened to reduce the brightness of the logo.

Thanks a lot for explaining the process on how it was done. Smiley
Nightcrawler
Guest
« Reply #12 on: June 03, 2007, 08:31:47 pm »

creaothceann, you get two cookies!  :cookie: :cookie:

Thanks for the info. There you have it. I am surprised a sprite was used for each particle for such a high total. I was expecting an animation trick using fewer sprites that contained multiple particles.
Neil
Guest
« Reply #13 on: June 03, 2007, 08:37:54 pm »

you guys really know how to bore the hell out of a cool thing. Wink

j/k
Numonohi_Boi
Guest
« Reply #14 on: June 03, 2007, 09:28:33 pm »

Quote from: Nightcrawler on June 03, 2007, 08:31:47 pm
creaothceann, you get two cookies!  :cookie: :cookie:

Thanks for the info. There you have it. I am surprised a sprite was used for each particle for such a high total. I was expecting an animation trick using fewer sprites that contained multiple particles.

pretty typical of the stuff that Rare did, they'd just animate it on their super computers and put it out as a whole lotta sprites on the SNES in the end.
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