Sega Genesis - Axelay-like scroll demo

Ойындар

This is a small proof of concept done in an hour. It shows pseudo 3D vertical scroll with two layers, similar to one that is seen in SNES game Axelay is easily doable on Sega Genesis/Megadrive. Note that it is not Mode 7 in the original game, despite the popular disbelief. The video is a bit jerky, in reality it runs perfectly smooth.
ROM file: shiru.untergrund.net/temp1/scr...
Note: As I'm not a fan of Sonic 3D Blast, I didn't see the similar effect there before I made this demo.

Пікірлер: 44

  • @controlleronahanger
    @controlleronahanger6 жыл бұрын

    Sonic 3D Blast for the Genesis uses the same effect for the background in the Special Stages.

  • @nothing5819

    @nothing5819

    5 жыл бұрын

    Jacen Hale And the blue sky software intro

  • @RGF

    @RGF

    5 жыл бұрын

    Vectorman...sonic 3D.... Mickey mania....maybe more....

  • @31leoceara

    @31leoceara

    3 жыл бұрын

    The Smurfs game also uses that effect.

  • @null1023
    @null102311 жыл бұрын

    Other than the scaling amount near the horizon being different, it looks pretty much like Axelay. Neat.

  • @billduck
    @billduck10 жыл бұрын

    Contra Hard Corps uses the effect in one stage. The stage where you're being chased by the mech head-on.

  • @toddoroi4947
    @toddoroi494710 жыл бұрын

    A Mickey mouse game used the same effect, one my travelers tales.

  • @ZoobiethePopplio

    @ZoobiethePopplio

    4 жыл бұрын

    Mickey Mania

  • @kienhsi9522

    @kienhsi9522

    4 жыл бұрын

    No, these textures aren't warped like miley mania's, this is more akin to sonic 3d blast.

  • @madmax2069
    @madmax206912 жыл бұрын

    @giobd yeah Mickey mania does when you are running from the moose

  • @davidaitken8503
    @davidaitken85034 жыл бұрын

    There are literally dozens of games on both systems that use this effect. This is how both systems do the screen flipping effect while on the water slide in Bubsy. Having said that, Axelay as a whole, simply wouldn't be possible on the Genesis as there are plenty of things throughout the game that simply wouldn't work on Sega's hardware.

  • @JohnRiggs
    @JohnRiggs9 жыл бұрын

    Fantastic!

  • @inceptional
    @inceptional4 ай бұрын

    Here's a similarly cool version of the effect being done on NES: kzread.info/dash/bejne/c3Vt3KmxeszQZco.htmlsi=kCMtYFm42eEY1CTv And I'd say an even more technically impressive version than the one in Axelay that's on SNES again, because of the extra separate layer of semi-transparent shadows under all the structures plus the additional wavy effect on the lava using line-scrolling, but this time it's from Super Turrican 2: kzread.info/dash/bejne/Z3d6xpmqk8Krmrw.htmlsi=jwMX0DtdIGjwKs5l&t=3373

  • @SpiralPegasus
    @SpiralPegasus12 жыл бұрын

    Great job there... Now I know there was REALLY no reason for Konami not to make Axelay on Genesis. Why didn't they, if they could?

  • @mypkamax

    @mypkamax

    2 жыл бұрын

    Firstly, Konami were primarily focused on Nintendo consoles. Secondly, the Sega Mega Drive did not have as many colours and layers as the Super Famicom did.

  • @Metalchip1989

    @Metalchip1989

    Жыл бұрын

    Because many of the staff that made the game for konami that knew the game's hardware secrets left the company after Axelay was finished to join treasure.

  • @roadkill_52

    @roadkill_52

    10 ай бұрын

    @@mypkamax Not true at all... Konami made A LOT of games for Sega Genesis, some of them much more impressive on this console like Contra Hardcorps and Castlevania Bloodlines.

  • @Gosha1992
    @Gosha19922 жыл бұрын

    Very cool!

  • @genhoaxer
    @genhoaxer12 жыл бұрын

    Круто! похоже на Sonic 3D Blast из Special stage. С таким успехом можно Axelay замутить на SMD. Спасибо за демку)))

  • @SmaMan
    @SmaMan8 жыл бұрын

    Nice work! But why am I suddenly craving warm baked cookies...?

  • @vram1974

    @vram1974

    5 жыл бұрын

    I saw it as puke exiting someone's mouth. One of the more annoying aspects of the SNES era was mode 7 for the sake of mode 7. The overhead scenes in Contra 3 were gimmicky, tedious and weakened the game overall. In Axelay, the overhead scenes were "ok" but the crap 3D effect was completely unrealistic. It looked like you were always gaining altitude while moving forward. Axelay (imo) would've also been a stronger game if it was side scrolling mixed with traditional overhead stages. Throw in 2 player simulatanious play and we'd have had an awesome successor to Life Force. Mode 7 worked for certain effects. Good examples were Mario Kart, F-Zero, pilot wings and stuff like Bowser in Super Mario World. Even still, it was junk compared to real Sprite scaling.

  • @thehumbleone1983
    @thehumbleone19833 жыл бұрын

    Great 👍

  • @Griever_GF
    @Griever_GF9 жыл бұрын

    эх, крутота, игру бы теперь с таким графоном :)

  • @SparkyMK3
    @SparkyMK311 жыл бұрын

    I saw a similar effect to this used in Sonic 3D Blast. I've heard the Genesis was incapable of sprite-scaling and rotating on its own (although the CD and 32X had functions for that) but good programmers could imitate it by re-sizing sprite data (Treasure did that in games like Dynamite Headdy).

  • @bryanl1984

    @bryanl1984

    5 жыл бұрын

    Old post but, for the benefit of someone seeing it: There's a common misconception that mode7 natively did pseudo 3d. It didnt, it was an ASIC that did matrix math. It could do afine transforms that rotated, scaled and sheared. DMA/HDMA was often used on the output to create f-zero or mario cart style games. The SNES _needed_ the ASIC because it had a very slow clock speed, 2x the NES or about the same as the Sega Master System. The Genisis ran much faster, at around 8 or 9 MHZ. They all used harmonics from repurposed cheap colorburst crystal oscillators. The Genisis could do limited pseudo 3d using it's extra cycles or dramatically faster memory access. Blast processing was a marketing term derived from the Genisis' much better bandwidth and DMA. Also, it could do superscaling to get a similar effect. The SCD incorporated a mode 7 style transform ASIC natively though. Shame the console was mostly wasted on FMV games. The way mario cart or f-zero style games worked is that they had a top down bitmap of the track and scaled it, starting at zoomed out, and wrote the scaling in, using DMA, for every scanline. This creates that pseudo 3d effect of perspective. They'd then use a sprite as a false horizon and mode switching to do the background. Another misconception Is that the Super FX chip was another mode 7 style graphics accelerator. It wasn't. It was just a normal SNES chip unlocked to 12 MHZ, and the FX2 was at 25mhz. The chipndidnt even need to be redesigned. Nintendo intentionally rate limited the clock w. the intent of adding reverse compatability for NES games which never materialized. People actually overclock their SNES and Genisis console's. Since many games use the scanline for timing, I'm pretty sure it just eliminates slowdowns both consoles could get during intensive scenes.

  • @f.k.b.16

    @f.k.b.16

    3 жыл бұрын

    @@bryanl1984 thanks for the explanation! This helps me little brain get a tiny grasp of what is going on!

  • @jc_dogen

    @jc_dogen

    3 жыл бұрын

    @@bryanl1984 sfx was a custom designed cpu, you're thinking of the sa-1

  • @andore_btt

    @andore_btt

    2 жыл бұрын

    @@bryanl1984 wow amazing

  • @juststatedtheobvious9633

    @juststatedtheobvious9633

    Жыл бұрын

    @@bryanl1984 You have no idea what you're babbling on about. I'm not sure why people are rewarding you for lying about a chip that Nintendo needed to hire outside experts to design. Also, mode 7 style graphics acceler....no. That's not how any of those words work, and they don't describe each other in the least.

  • @ContraX222
    @ContraX222 Жыл бұрын

    Круто

  • @Dirk1Steele
    @Dirk1Steele12 жыл бұрын

    Looks the same to me.

  • @bullterrier9324
    @bullterrier93245 жыл бұрын

    Please, a link this rom ?? Assembly code??

  • @shiru8bit

    @shiru8bit

    5 жыл бұрын

    No assembly, it was sketched up in C. Here is the code, very simple in fact, just a LUT: shiru.untergrund.net/temp1/axescroll.c

  • @SomeOrangeCat
    @SomeOrangeCat9 жыл бұрын

    I'm still not sure Axelay itself would be doable on the Genesis though. In addition to this effect, you have everything else going on as well.

  • @AngryApeTV

    @AngryApeTV

    9 жыл бұрын

    Andrew Vrba True but the Megadrive CPU is more powerful so i bet it could be done ok

  • @SomeOrangeCat

    @SomeOrangeCat

    9 жыл бұрын

    AngryApeTV CPU alone won't cut it.

  • @AngryApeTV

    @AngryApeTV

    9 жыл бұрын

    Well mode 7 style effects have been used in real games so i wouldn't be so sure about that

  • @SomeOrangeCat

    @SomeOrangeCat

    9 жыл бұрын

    AngryApeTV The question was could Axelay be recreated on the Genesis. Someone was stating that because the Genesis can do this tech demo, the answer must be "yes". It can't or someone would have by now

  • @AngryApeTV

    @AngryApeTV

    9 жыл бұрын

    When did i say it definitely can?

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