Mode7 (The SNES way to make 3D)
Posted: Thu Jan 13, 2011 5:39 am
For a couple of years now, I've wanted to create Mode7 inside GE, well now I have!
With the help of this site: http://pixwiki.bafsoft.com/mags/5/artic ... sincos.htm I was able to reproduce the Mode 7 effect used in many games on the SNES for 3D.
Most credit should go to the guy who wrote that, I did copy his code and made it work in GE.
Now before you get all too exited, this method is slow. Of course the code can be cleaned up a bit, I'm sure, but until GE can handle better things like that, yeah.
NOTE: remember to import your image with ImpBGBmp("Tile.bmp");
how to use Mode7:
screen_w and screen_h is the size of the canvas
space_z is the Z position (height)
horizon is the offset vertically of the output picture
scale_x and scale_y are for scalling, I suggest 200 and 200
dangle is the angle you are facing in Degree
cx and cy is the position
enjoy!
With the help of this site: http://pixwiki.bafsoft.com/mags/5/artic ... sincos.htm I was able to reproduce the Mode 7 effect used in many games on the SNES for 3D.
Most credit should go to the guy who wrote that, I did copy his code and made it work in GE.
Now before you get all too exited, this method is slow. Of course the code can be cleaned up a bit, I'm sure, but until GE can handle better things like that, yeah.
NOTE: remember to import your image with ImpBGBmp("Tile.bmp");
how to use Mode7:
- Code: Select all
//void Mode7(int screen_w,int screen_h,double space_z,int horizon, double scale_x, double scale_y, double dangle, double cx, double cy)
Mode7(width,height,48,16,200,200,angle,x_pos,y_pos);
screen_w and screen_h is the size of the canvas
space_z is the Z position (height)
horizon is the offset vertically of the output picture
scale_x and scale_y are for scalling, I suggest 200 and 200
dangle is the angle you are facing in Degree
cx and cy is the position
enjoy!