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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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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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No, I dont think that with todays Power tiles would be necessary, it would be ridiculous; I could use bitmaps, but I dont get how I could have such a large level, maybe I could load a bitmap and then other and other and other..

"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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yep, tiles are the way to go. the trick is to draw an image that represents a small section of the map, then use a tile ripper app (ie create one its not diffiuclt). which will go through the 32x32 chunks of image data and try to find the matching areas. most art wont work well, but if the artist is skilled enough you should split the image into a decent set of tiles. now you can use the tiles to create the rest of the levels.

remeber, you dont have a huge backbuffer with all the tile data predrawn. you actual draw the entire screen each frame with the tiles. though i am sure some games used a off screen buffer which represented the current screen plus an extra column. then this was copied to the backbuffer with an offset. once the player moved enough (ie a single tile), the offscreen buffer was redrawn. remeber having the entire background in memory at once is not an option. since you have the tiles in memory at all times and have the tile map in mmeory. you can easily draw the screen.

using tile layers that move at different speeds you achieve parallax scrolling. tiles can have transparnet sections just like sprites.

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Do you know any sites mainly about 2D programming?!?! I cant seem to find good info about it here..just some tuts like drawing lines...I want serious stuff..please?

"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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"I dont think that with todays Power tiles would be necessary..."

and

"... but I dont get how I could have such a large level"

Tiles! Even if 99% of your tiles are unique, you still make things easier for both yourself and the computer. Look up some articles on tile-based graphics *properly* and get a good idea - you seem to have a very shakey grasp of why tiles are used in the first place.

_@/

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I know how tiles are used of course, but implementing a good tile engine would be a waste of time with todays hardware, I could get much more detailed drawings and just display them than using tiles

"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
The book for tiles is Action Arcade Adventure Set!

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Guest Anonymous Poster
quote:
Original post by Tai-Pan
No, I dont think that with todays Power tiles would be necessary, it would be ridiculous; I could use bitmaps, but I dont get how I could have such a large level, maybe I could load a bitmap and then other and other and other..

If you did that, displaying a bitmap after another, and another one after that etc. Guess what you would have... A tile engine. Your tiles would be fairly large (like a screenfull or two), but it would still be a tile-engine. And this tile engine could most likely be made more efficient by cutting down the tile-size, so you could take better advantage of repeating patterns in the background.

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