lol FFTA actually has them as tiles, it's just REALLY CLEVER about using its 2 layer stuff (this is the "upper layer" of tiles visible, plus the character objects)pic.twitter.com/8SQkqsJ5Jt
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lol FFTA actually has them as tiles, it's just REALLY CLEVER about using its 2 layer stuff (this is the "upper layer" of tiles visible, plus the character objects)pic.twitter.com/8SQkqsJ5Jt
Wait, so like that one layer is below the blue guy, who is below the red guy, who is somehow also below that tile layer?
bg tiles / fg tiles / both layers with objectspic.twitter.com/kcVzeEONht
It seems like maybe the characters themselves are broken into objs where the top and bottom half are on different layers (it has been so long I embarrassingly don't remember if this is possible)
i think this was just a quirk of the hardware, they rendered in scanlines instead of one-object-at-a-time
Oh yeah, you could have an interrupt set to fire on each scan line and change the draw order then. So that would work, too.
i dont think it's doing that, i think its just some aspect of that means that sprite draw order can be different from tilemap draw order, and it figures it out
Tyler Glaiel Retweeted Josh Jersild
Tyler Glaiel added,
Yeah sprite layering on NES (and from a cursory search, also SNES) is literally just order-based, which is to say earlier sprites in the OAM sprite list draw first, and later ones draw on top of those. how they interact with background layers is completely independent of that
man it sure is funny how the way to emulate this on a modern PC would be with some crazy shader magic that probably uses more processing power than 100 snes's
I actually wrote an unfinished GBA emulator called cowbite around 2001 or so... there were no shaders involved, but I don't remember *anything else* about how I rendered this stuff, only that I got it to work.
Nice! I have an NES emulator that I poke at occasionally, and tag the system stuff is just all software (although I have some crt emulation going on in shaders)
It was somehow super addictive for me to code, more I think than actual game code
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