GitHUB Wiki

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
Since the GitHUB has a built in Wiki, thought I'd throw an entry or two together and see how I like it. This explains in an overview what you can do with OpenBOR graphics. It doesn't get into the "how", that will come later. What it does do is provide a newcomer with an idea of what they can do out of the box graphically.

Depending on the response, more to come perhaps...
 
Miru said:
I thought that the SNES had rotation with Mode 7.

The SNES hardware can't rotate or scale sprites under any circumstances. Mode 7 allows hardware rotation and scaling of a single background plane, and is often used to give the illusion of rotating and scaling of sprites.

In any case, you can always rotate or scale in software like the Genesis did, and no doubt there were add on chips. I believe the Super FX chip added hardware rotation and scaling, but I'm not sure. I just know the SNES can't do it on its own.

DC
 
Nice idea. I have some questions:

Zoom - Reduction Only its not true for Neo-Geo. I am pretty sure it has zoom-in too.
Mode 7 - In SNES, it can't be used in animated sprites. And about OpenBOR?
 
O Ilusionista said:
Nice idea. I have some questions:

Zoom - Reduction Only its not true for Neo-Geo. I am pretty sure it has zoom-in too.

No, it really doesn't. The Neo hardware can only reduce. Zooming is either done by drawing the original sprite in its zoomed state and reducing it when zoom isn't needed, or the old fashioned way by brute forcing more sprite frames.

It's not a bad design choice really - by only being able to go one direction you save on hardware costs (yeah - even the Neo had to cut somewhere). And if you can only one way, better to reduce. That way you force developers to draw in the highest quality needed.

Mode 7 - In SNES, it can't be used in animated sprites. And about OpenBOR?

OpenBOR can't do it either, though that might change in the near future.
 
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