> I've always been impressed by the graphics of these two games, although I never had > the chance to see them in person. > > My main question is for someone who has more technical expertise than myself and is > purely for self interest. How did they accomplish the gradient background effect?
(Note that I lack any technical expertise, these are just my thoughts about this)
Looking at the source (http://git.redump.net/mame/tree/src/mame/drivers/scobra.c who said you can't look at the source in git?) I noticed that Rescue and Minefield have different video inits than the other games in the driver. The comments say that both use more palette for the backgrounds. Note that Rescue uses the same background colours twice, while Minefield uses two different gradients thus defines double the background colours than Rescue.
My guess is that while sprites and graphics used a limited palette to keep rom usage low, the background was generated programatically by the video hardware at very low rom space cost (I guess just defining the palette values somewhere).
Maybe someone more aware of how those things worked would say how close I am to the real thing. Close like the higgs boson or far like human teleportation and time travel?
Wound up, can't sleep, can't do anything right, little honey / Oh, since I set my eyes on you. / I tell you the truth. I can't get it right / Get it right / Since I met you...
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