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Saturn transparency confusion. Someone please explain. (screenshot example) |
shownomercyomer - Jun 4, 2024 |
Amiceli1983 | Jun 5, 2024 | |||||
I believe only burning rangers did to the frame buffer, that's where XL2 got the idea |
fafling | Jun 5, 2024 | |||||
Grandia does a similar stuff during combats, the difference is that it transfers a 1st pass of vdp1 background sprites to a vdp2 layer displayed under a 2nd pass of sprites made semi-transparent by vdp2.
This is a good presentation of the different possibilities and limitations to achieve semi-transparencies on Saturn : [Low Score Boy] Sega Saturn Graphic In-depth Inves... A complement to that video is that VDP2's basic color blending capability is one blending operation per screen pixel in normal resolution. So where 2 semi-transparent VDP2 layers overlap, the 2nd one becomes opaque to what's behind it. By enabling a mode called extended color calculation, it's possible to make VDP2 do an additional blending operation per pixel, but it has a fixed half-transparency ratio, and it generally requires to halve VDP2 color ram size. That extended color calculation mode wasn't used often (the most intensive use of it I know of is in Sonic R). There are various reasons for that :
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fafling | Aug 8, 2024 | |||||
Although Cotton Boomerang does display many semi transparent elements at the same time, if you look closely frame by frame, where 2 semi transparent layers overlap, only the 2 topmost layers are blended and the 2nd one is opaque to what's behind. So it doesn't use extended color calculation. For example, in the ice cave level, the light blue background area at the top right becomes progressively hidden by 2 semi transparent ice layers as they overlap on top of it : https://youtu.be/5WQeJjgopB0?t=926... In fact if that game used extended color calculation, it would be a bit jarring as extended CC forces half transparency ratios between the lowermost layers instead of whatever CC setting there is on those layers. In the case of Cotton Boomerang, it doesn't use ratios, but "as is" CC, which is additive blending. So if extended CC was enabled in that game, a layer going behind 2 semi transparent others would go from additive to half transparency blending, which I can guarantee would be obvious even without using frame by frame because an area faintly visible with additive blending becomes a dark area in half transparency. |
Amiceli1983 | Dec 31, 2024 | |||||
Just curious , doesn't princess crown do this with fire? Flickering on and off to give the illusion of transparency? |
kitchen34 | Jan 1, 2025 | |||
Transparency is what we call the alpha color pixel; it is possible in 2D on the Saturn. Bomberman seems to apply 2D alpha colors. |