
- #Earthworm jim 2 sprites gif update#
- #Earthworm jim 2 sprites gif full#
- #Earthworm jim 2 sprites gif software#
#Earthworm jim 2 sprites gif full#
The whole title screen is just packed full with so many effects, plus the graphics are stylish and little details like the palette inversion fit perfectly.

#Earthworm jim 2 sprites gif update#
does it update the tiles on a pixel by pixel basis? That's insane stuff. It looks like all of that plane gets updated, so it's no raster fx nor any palette loop. I still don't get how the colours of the background get inverted so smoothly. You also have parallelogram sprites moving on the text to give it a metallic shine. I took a check in exodus, it seems like the title screen has the logo text and the circle being transparent, behind it you see a bunch of circles moving around to simulate the rotated lines, and behind those you have plane B empty and just flashing colours to make stuff like the vectorman text shiny. I thought the lens flare was just a bunch of dithered sprites moving at the right angle, but you are right, they are also using highlight. Turns out the fire is just the explosion sprite lol have the CPU make the picture manually), the problem is the framerate since the CPU isn't fast enough.ĮDIT: Doom Troopers title screen. No, that's kind of the whole point, they're cleverly moving sprites to create the illusion of doing it in a smooth way.Īlso can the Mega Drive do "real scaling"? From what I can tell, the Road Rash games have "software scaling" while the scaling effect during Ex-Ranza or James Pond 3's openings are "real scaling" or whatever it's called.
#Earthworm jim 2 sprites gif software#
These are "software effects"? Respectively software scaling and rotation? And yeah, when the background disappears it places a blank tile and then creates a sprite with the tile that used to be there. Also the spinning stuff is sprites peeking through a small gap (reminds me, I should take a pic of how Doom Troopers does the fire in its title screen). Then the screen fades to black and white and gets blown off the screen in 8x8 blocks (if the background was a tile then I imagine that tile is changed to black and an identical graphic is used as a sprite so it can move around?).

at one point there's a colour inversion that moves vertically through the screen, I don't know how, since the said background is also animated on top of that. I understand that it uses clever palette cycling and raster fx to manipulate the palette on a per scanline basis, but it does so many things simultaneously that I just can't process how it all works.įrom the top of my head it uses: screen stretching (raster fx scroll position manipulation), sprite rotation, lens flare, highlight effect on the text to make it look shiny, the center logo has a shadow that changes as it moves around (probably multiple sprites), and there's an extreme amount of palette changes in the 4 corners of the screen. Could someone break down the Vectorman title screen like that?
