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Tai-Pan

Old brawlers

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Ive been playing some old brawlers like Final Fight, Streets of Rage for the Genesis, and all that kind of games. Does anyone know how backgrounds were actually drawn in these games?...I mean..they are not made with tiles, but then how can they be so long?..you couldnt have a bitmap of that size in the old genesis days....how do they scrol them?? Sorry people..but Im programmers (not a video game programmer)..and I just want to program old 2D games..and Im trying to understand how they work.. "Those who follow the path of the warrior must be ready to die, to stand for their convictions, live for one´s convictions, die for one´s convictions"

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ohhh it''s tiles allright

"I pity the fool, thug, or soul who tries to take over the world, then goes home crying to his momma."
- Mr. T

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I think it''s correct to say that all consoles of the late 80s / early 90s used tiles/sprites almost exclusively. It is after all a very efficient way of doing 2D graphics. They just split up bigger images into a bunch of small tiles.

As for scrolling, I assume the actual background was bigger than the visible screen, so they just copied from the backbuffer at an increasing/decreasing offset. Imagine a small box inside a big box, and the small box (visible screen) moves around inside the big box (backbuffer).

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Those games DONT use tiles, take a look at final fight, it even has parallax effects....and I dont think they keep a big bitmap in the backbuffer, the stages are really big..they couldnt do that

"Those who follow the path of the warrior must be ready to die, to stand for their convictions, live for one´s convictions, die for one´s convictions"

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Guest Anonymous Poster
They''re tiles. Trust us. Just because they aren''t old-style square tiles with visible seams doesn''t mean they aren''t tiles.

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Paralax effect are created by having more than one layer.

If I remember correctly, the Super Nintendo had 6 layers.

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Old skool hardware like the SNES and MegaDrive/Genisis etc. are pretty heavily optimised for tile based graphics (as is the GBA, with several tile-based modes).

The megadrive has about 7 layers i think (3 layers w/ high and low depth, plus a ''window'' layer for HUDS etc.), but most games didnt use them all. Some of the better emulators let you toggle the different layers on and off while playing which you can look at if you really want to see how they split things up.

_@/

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thanks people,so If I would have to program a brawler today, how could I implement backgrounds??

"Those who follow the path of the warrior must be ready to die, to stand for their convictions, live for one´s convictions, die for one´s convictions"

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thanks people,so If I would have to program a brawler today, how could I implement backgrounds??

"Those who follow the path of the warrior must be ready to die, to stand for their convictions, live for one´s convictions, die for one´s convictions"

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