Uncommon graphics mode games: Difference between revisions
Rainwarrior (talk | contribs) (→Hi-Resolution and Interlacing: some more examples, alphabetize, separate games that use it only for japanese text) |
Creaothceann (talk | contribs) (More games added; alphabetical ordering.) |
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A list of games that use less common graphics modes. | A list of games that use less common graphics modes. | ||
== BG Mode 0 == | |||
[[Backgrounds#Mode 0|BG Mode 0]] is somewhat uncommon, but provides 4 independent layers of 2bpp graphics. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 13: | Line 11: | ||
! Notes | ! Notes | ||
|- | |- | ||
| ''' | | '''Super Mario Kart''' | ||
| Mode | | For the layered "Choose your driver...." screen with separately scrolling text and ground. | ||
|- | |||
| '''The Simpsons: Bart's Nightmare''' | |||
| Used during gameplay. | |||
|- | |||
| '''Yoshi's Island''' | |||
| The title screen uses BG Mode 0 for the upper portion of its title screen. 6-8 "King Bowser's Castle" has a room for Kamek with 4 layers of parallaxing pillars: [https://youtu.be/U8btNneN8ew?t=24458 video] | |||
|} | |||
== BG Mode 3 8bpp == | |||
[[Backgrounds#Mode 3|BG Mode 3]] is uncommon, but provides [[Tiles#8bpp|8bpp]] graphics. BG Mode 3 [[Direct color|Direct Color]] cases are listed [[#Direct Color|below]] instead. | |||
{| class="wikitable" | |||
! Game | |||
! Notes | |||
|- | |- | ||
| '''Donkey Kong Country''' | | '''Donkey Kong Country''' | ||
| | | Used for a palette animation drawing the green lines of the Rareware logo at boot. | ||
|- | |- | ||
| ''' | | '''Ms. Pac-Man''' | ||
| | | Used for the title screen. | ||
|- | |- | ||
| ''' | | '''Secret of Mana''' | ||
| | | Used for the title screen. (Image appears to use a lossy JPEG-like compression technique.) | ||
|- | |- | ||
| ''' | | '''Sim City 2000''' | ||
| | | Used to display the city itself - the interface uses the 4bpp layer. | ||
|- | |- | ||
| ''' | | '''Toy Story''' | ||
| | | Used for many high-color screens throughout. | ||
|- | |- | ||
| ''' | | '''Yam Yam''' | ||
| | | Used for the title screen. | ||
|- | |- | ||
| ''' | | '''Zoop''' | ||
| | | A single 8bpp layer is used for gameplay. | ||
|} | |||
== BG Mode 4 8bpp == | |||
[[Backgrounds#Mode 4|BG Mode 4]] provides [[Tiles#8bpp|8bpp]] graphics on BG1 with [[offset-per-tile|Offset-Per-Tile]]. | |||
{| class="wikitable" | |||
! Game | |||
! Notes | |||
|- | |- | ||
| ''' | | '''Bust-a-Move''' / '''Puzzle Bobble''' | ||
| | | 8bpp graphics are needed so that all combinations of adjacent bubble colors can be accommodated on the tilemap. Also uses vertical Offset-Per-Tile to shift the playfield. | ||
|} | |||
== BG Mode 7 EXTBG == | |||
While [[Backgrounds#Mode 7|BG Mode 7]] was very popular, [[Backgrounds#EXTBG|BG Mode 7 EXTBG]] was not very common. | |||
{| class="wikitable" | |||
! Game | |||
! Notes | |||
|- | |- | ||
| '''Contra 3''' | |||
| Used on the second level. | |||
|- | |- | ||
| ''' | | '''[https://forums.nesdev.org/viewtopic.php?t=24081 extbgtest]''' | ||
| Mode | | Test ROM for BG Mode 7 EXTBG. (BG1 vs. BG2, Indexed vs. Direct Color.) | ||
|- | |- | ||
| ''' | | '''Super Mario World''' | ||
| | | Used during the Bowser fight to move the [https://mario.fandom.com/wiki/Koopa_Clown_Car Koopa Clown Car] around on a pseudo-3D stage, occasionally overlapping all the other elements of the screen. | ||
|- | |- | ||
| ''' | | '''Super Ghouls 'n Ghosts''' | ||
| | | Used to put the level over the player's feet on a rotating level. | ||
|- | |- | ||
| ''' | | '''Super Turrican 2''' | ||
| | | Used for a boss fight. | ||
|- | |- | ||
| ''' | | '''Tiny Toon's Adventures''' | ||
| | | Used on the title screen. | ||
|} | |||
== Direct Color == | |||
See: [[Direct color]] | |||
{| class="wikitable" | |||
! Game | |||
! Notes | |||
|- | |- | ||
| ''' | | '''Actraiser 2''' | ||
| Mode | | The [[mode 7|BG Mode 7]] overworld map uses Direct Color. | ||
|- | |- | ||
| ''' | | '''Aerobiz''' | ||
| Mode | | The title screen uses BG Mode 7 Direct Color. | ||
|- | |- | ||
| ''' | | '''Romance of the Three Kingdoms II''' | ||
| Mode | | The title screen and introduction sequence use BG Mode 7 Direct Color. | ||
|- | |- | ||
| ''' | | '''Secret of Mana''' | ||
| Mode | | The spherical world map uses BG Mode 7 Direct Color. The flat world map (while riding Flammie, press Start for the spherical map, then press R) uses BG Mode 3 Direct Color. | ||
|} | |} | ||
PPU | == High-Resolution and Interlacing == | ||
PPU register $2133 [[PPU registers#SETINI|SETINI]] can enable hi-res mode, allowing a 512-pixel horizontal resolution. This causes every even column (assuming a zero-based column index) to display the sub screen and every odd column to display the main screen, i.e. the sub screen pixel is the left one in a pixel pair. Outside of BG Mode 5, this is usually used as a way to do a 50% blend of the main and sub screens (a.k.a. "pseudo hi-res"). Under composite, this resulting blend can look somewhat smooth, but through S-Video or RGB the vertical stripes might be clearly visible. | |||
In [[Mode 5|BG Mode 5]], hi-res is automatically forced, and the main and sub screen are automatically overridden with alternating columns of the BG layers, allowing an effective double-width resolution. | |||
PPU register $2133 [[PPU registers#SETINI|SETINI]] can enable interlacing, causing the scanlines of every second frame (field) to be offset downward by half a line. This allows an effective double-height resolution (especially useful in BG Mode 5), though at half the frame rate and with combing artifacts during movement. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 81: | Line 133: | ||
! Notes | ! Notes | ||
|- | |- | ||
| ''' | | '''Bishoujo Janshi Suchi-Pie''' | ||
| | | BG Mode 5 and interlacing for some high resolution graphic screens when entering a location. | ||
|- | |||
| '''Chrono Trigger''' | |||
| Switches to interlacing mode when [https://gamefaqs.gamespot.com/boards/950181-chrono-trigger/47464700 crashing the ship into Lavos]. | |||
|- | |- | ||
| ''' | | '''Donkey Kong Country''' | ||
| | | After the Rareware logo shrinks and moves to the bottom right corner, it uses BG Mode 5 to make that small logo higher resolution. | ||
|- | |- | ||
| ''' | | '''Jurassic Park''' | ||
| | | The HUD overlay and a notification box during gameplay use pseudo hi-res for a transparency effect. | ||
|- | |- | ||
| ''' | | '''Kirby's Dream Land 3''' | ||
| | | Uses pseudo hi-res for a foreground transparency effect. | ||
|- | |- | ||
| ''' | | '''Porky Pig's Haunted Holiday''' | ||
| | | BG Mode 5 is used in an introductory room for many levels, giving a high resolution scene one screen wide. | ||
|- | |- | ||
| ''' | | '''[https://forums.nesdev.org/viewtopic.php?p=174494 PPU Bus Activity Demo]''' | ||
| | | Demo by lidnariq which includes BG Mode 6, among other things. | ||
|- | |- | ||
| ''' | | '''Radical Psycho Machine Racing''' (a.k.a. '''RPM Racing''') | ||
| | | BG Mode 5 and interlacing for high resolution graphics throughout the game. The Japanese release replaced the high-resolution gameplay with low-resolution mode instead. | ||
|- | |- | ||
| ''' | | '''Street Combat''' / '''Ranma ½: Chounai Gekitou Hen''' | ||
| | | Has interlacing enabled, likely by mistake. Not used for any higher vertical resolution content. | ||
|- | |- | ||
| ''' | | '''[https://forums.nesdev.org/viewtopic.php?p=279303 Two Ship Demo]''' | ||
| | | Demo by rainwarrior comparing BG Mode 5 + interlacing against BG Mode 1 graphics. | ||
|} | |} | ||
Hi-res Japanese text: | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 117: | Line 170: | ||
! Notes | ! Notes | ||
|- | |- | ||
| ''' | | '''Dark Law: Meaning of Death''' | ||
| | | BG Mode 5 for text boxes, menu screens and status bar during gameplay. | ||
|- | |- | ||
| ''' | | '''Desert Fighter''' / '''Air Strike Patrol''' | ||
| | | BG Mode 5 and interlacing for high resolution mission briefing text. | ||
|- | |- | ||
| ''' | | '''Marvelous: Mouhitotsu no Takarajima''' | ||
| | | BG Mode 5 for text boxes and menu screens. | ||
|- | |- | ||
| ''' | | '''Moryou Senki Madara 2''' | ||
| | | BG Mode 5 for text boxes and menu screens. | ||
|- | |- | ||
| ''' | | '''Rudra no Hihou''' | ||
| | | BG Mode 5 for text boxes and menu screens. | ||
|- | |- | ||
| ''' | | '''Seiken Densetsu 3 (Secret of Mana 2)''' | ||
| | | BG Mode 5 for text boxes and menu screens. | ||
|- | |- | ||
| ''' | | '''Shinseiki Odysselya II''' | ||
| | | BG Mode 5 for text boxes. | ||
|- | |- | ||
| ''' | | '''Syvalion''' | ||
| | | BG Mode 5 and interlacing for text screens at the beginning of the game. | ||
|- | |- | ||
| ''' | | '''Tokimeki Memorial: Densetsu no Ki no Shita de''' | ||
| | | BG Mode 5 for text boxes and menu screens. | ||
|} | |} | ||
= | Links: | ||
* [https://forums.nesdev.org/viewtopic.php?p=279118#p279118 Forum thread] - CRT photos of various hi-res effects. | |||
The horizontal version of [[offset-per-tile]] is especially rare, since scanline horizontal scroll changes can already do a smooth horizontal offset, and this hardware feature only provides a coarse one. | |||
== Offset-Per-Tile (horizontal) == | |||
The horizontal version of [[offset-per-tile|Offset-Per-Tile]] is especially rare, since scanline horizontal scroll changes can already do a smooth horizontal offset, and this hardware feature only provides a coarse one. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 163: | Line 212: | ||
|- | |- | ||
| '''Chrono Trigger''' | | '''Chrono Trigger''' | ||
| During the introduction, this is used for | | During the introduction, this is used for [https://youtu.be/ZSn24qQ1vAQ?t=147 a "shimmering" effect on the Black Omen ship]. | ||
|- | |- | ||
| '''Super Genjin 2''' | | '''Super Genjin 2''' | ||
| Used for a screen transition effect on the title screen, when the intro animation isn't skipped. Uses | | Used for a screen transition effect on the title screen, when the intro animation isn't skipped. Uses BG Mode 4. | ||
|- | |- | ||
| '''Super Mario All-Stars''' | | '''Super Mario All-Stars''' | ||
Line 173: | Line 222: | ||
|} | |} | ||
See: [[ | |||
== Offset-Per-Tile (vertical) == | |||
See: [[Offset-per-tile|Offset-Per-Tile]] | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 181: | Line 232: | ||
! Notes | ! Notes | ||
|- | |- | ||
| ''' | | '''Aladdin''' | ||
| | | Used on the final boss fight. | ||
|- | |- | ||
| ''' | | '''Axelay''' | ||
| | | Used for large vertically moving obstacles on the second level. | ||
|- | |- | ||
| ''' | | '''Battletoads in Battlemaniacs''' | ||
| | | Used for a wavy effect on a flag in the game's intro. | ||
|- | |- | ||
| ''' | | '''Bust-a-Move''' / '''Puzzle Bobble''' | ||
| | | Used to make the playfield shift downwards without affecting the fixed frame at the sides. This game also uses BG Mode 4. | ||
|- | |- | ||
| ''' | | '''Chrono Trigger''' | ||
| | | Used to apply a vertical waving effect on the word "Trigger" at the title screen. | ||
|- | |- | ||
| ''' | | '''GT Racing''' | ||
| | | Uses BG Mode 2 for a waving flag on the title screen. | ||
|- | |- | ||
| ''' | | '''Prehistorik Man''' | ||
| Used | | Used on stage 21 (Icebergs) to simulate rotation on the ice platforms. | ||
|- | |- | ||
| ''' | | '''Star Fox''' | ||
| Used for | | Used for the slight rotation effect on the background behind the SuperFX graphics. | ||
|- | |- | ||
| ''' | | '''Super Turrican 2''' | ||
| Used | | Used in the fourth area of the first level. | ||
|- | |- | ||
| ''' | | '''Tetris Attack''' | ||
| | | Used for independently shifting columns of gameplay. | ||
|- | |- | ||
| ''' | | '''Timecop''' | ||
| Used | | Used for a wobbling effect on the time machine during the introduction. | ||
|- | |- | ||
| ''' | | '''Yoshi's Island''' | ||
| Used for the | | Used for the 1-7 "Touch Fuzzy Get Dizzy" effect, and moving platforms in 6-4 "Tap-Tap The Red Nose's Fort". | ||
|} | |} | ||
== Overscan (239 lines) == | |||
PPU register $2133 [[PPU registers#SETINI|SETINI]] can choose either 224 or 239 lines of visible picture. Most games used 224, allowing a significantly longer VBLANK period, and the extra lines weren't normally visible on contemporary NTSC televisions. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 261: | Line 279: | ||
! Notes | ! Notes | ||
|- | |- | ||
| ''' | | '''Rendering Ranger R2''' | ||
| | | NTSC (Japan), often manually blanks several lines at the bottom. Only rarely uses the manual blank time for PPU uploads (e.g. rotating ship at end of Stage 2). | ||
|- | |||
| '''[https://tcrf.net/SNES_Test_Program SNES Test Program]''' | |||
| Immediately switches to overscan mode, even on NTSC consoles. | |||
|- | |||
| '''Super Mario All-Stars''' | |||
| PAL version only. | |||
|- | |||
| '''Super Mario Kart''' | |||
| PAL version only, but with some "manual" letterboxing. | |||
|- | |||
| '''Super Mario World''' | |||
| The launch PAL release did not use overscan, but a later PAL revision did. | |||
|- | |||
| '''Super Tetris 2 + Bombliss''' | |||
| NTSC (Japan). | |||
|- | |||
| '''Super Tetris 3''' | |||
| NTSC (Japan). | |||
|- | |- | ||
| ''' | | '''Tetris & Dr. Mario''' | ||
| | | Both NTSC and PAL versions used the overscan area. | ||
|- | |- | ||
| ''' | | '''Tom & Jerry''' | ||
| | | NTSC and PAL. | ||
|- | |- | ||
| ''' | | '''Yoshi's Cookie''' | ||
| | | NTSC and PAL. | ||
|} | |} | ||
== See Also == | == See Also == |
Revision as of 10:59, 10 February 2023
A list of games that use less common graphics modes.
BG Mode 0
BG Mode 0 is somewhat uncommon, but provides 4 independent layers of 2bpp graphics.
Game | Notes |
---|---|
Super Mario Kart | For the layered "Choose your driver...." screen with separately scrolling text and ground. |
The Simpsons: Bart's Nightmare | Used during gameplay. |
Yoshi's Island | The title screen uses BG Mode 0 for the upper portion of its title screen. 6-8 "King Bowser's Castle" has a room for Kamek with 4 layers of parallaxing pillars: video |
BG Mode 3 8bpp
BG Mode 3 is uncommon, but provides 8bpp graphics. BG Mode 3 Direct Color cases are listed below instead.
Game | Notes |
---|---|
Donkey Kong Country | Used for a palette animation drawing the green lines of the Rareware logo at boot. |
Ms. Pac-Man | Used for the title screen. |
Secret of Mana | Used for the title screen. (Image appears to use a lossy JPEG-like compression technique.) |
Sim City 2000 | Used to display the city itself - the interface uses the 4bpp layer. |
Toy Story | Used for many high-color screens throughout. |
Yam Yam | Used for the title screen. |
Zoop | A single 8bpp layer is used for gameplay. |
BG Mode 4 8bpp
BG Mode 4 provides 8bpp graphics on BG1 with Offset-Per-Tile.
Game | Notes |
---|---|
Bust-a-Move / Puzzle Bobble | 8bpp graphics are needed so that all combinations of adjacent bubble colors can be accommodated on the tilemap. Also uses vertical Offset-Per-Tile to shift the playfield. |
BG Mode 7 EXTBG
While BG Mode 7 was very popular, BG Mode 7 EXTBG was not very common.
Game | Notes |
---|---|
Contra 3 | Used on the second level. |
extbgtest | Test ROM for BG Mode 7 EXTBG. (BG1 vs. BG2, Indexed vs. Direct Color.) |
Super Mario World | Used during the Bowser fight to move the Koopa Clown Car around on a pseudo-3D stage, occasionally overlapping all the other elements of the screen. |
Super Ghouls 'n Ghosts | Used to put the level over the player's feet on a rotating level. |
Super Turrican 2 | Used for a boss fight. |
Tiny Toon's Adventures | Used on the title screen. |
Direct Color
See: Direct color
Game | Notes |
---|---|
Actraiser 2 | The BG Mode 7 overworld map uses Direct Color. |
Aerobiz | The title screen uses BG Mode 7 Direct Color. |
Romance of the Three Kingdoms II | The title screen and introduction sequence use BG Mode 7 Direct Color. |
Secret of Mana | The spherical world map uses BG Mode 7 Direct Color. The flat world map (while riding Flammie, press Start for the spherical map, then press R) uses BG Mode 3 Direct Color. |
High-Resolution and Interlacing
PPU register $2133 SETINI can enable hi-res mode, allowing a 512-pixel horizontal resolution. This causes every even column (assuming a zero-based column index) to display the sub screen and every odd column to display the main screen, i.e. the sub screen pixel is the left one in a pixel pair. Outside of BG Mode 5, this is usually used as a way to do a 50% blend of the main and sub screens (a.k.a. "pseudo hi-res"). Under composite, this resulting blend can look somewhat smooth, but through S-Video or RGB the vertical stripes might be clearly visible.
In BG Mode 5, hi-res is automatically forced, and the main and sub screen are automatically overridden with alternating columns of the BG layers, allowing an effective double-width resolution.
PPU register $2133 SETINI can enable interlacing, causing the scanlines of every second frame (field) to be offset downward by half a line. This allows an effective double-height resolution (especially useful in BG Mode 5), though at half the frame rate and with combing artifacts during movement.
Game | Notes |
---|---|
Bishoujo Janshi Suchi-Pie | BG Mode 5 and interlacing for some high resolution graphic screens when entering a location. |
Chrono Trigger | Switches to interlacing mode when crashing the ship into Lavos. |
Donkey Kong Country | After the Rareware logo shrinks and moves to the bottom right corner, it uses BG Mode 5 to make that small logo higher resolution. |
Jurassic Park | The HUD overlay and a notification box during gameplay use pseudo hi-res for a transparency effect. |
Kirby's Dream Land 3 | Uses pseudo hi-res for a foreground transparency effect. |
Porky Pig's Haunted Holiday | BG Mode 5 is used in an introductory room for many levels, giving a high resolution scene one screen wide. |
PPU Bus Activity Demo | Demo by lidnariq which includes BG Mode 6, among other things. |
Radical Psycho Machine Racing (a.k.a. RPM Racing) | BG Mode 5 and interlacing for high resolution graphics throughout the game. The Japanese release replaced the high-resolution gameplay with low-resolution mode instead. |
Street Combat / Ranma ½: Chounai Gekitou Hen | Has interlacing enabled, likely by mistake. Not used for any higher vertical resolution content. |
Two Ship Demo | Demo by rainwarrior comparing BG Mode 5 + interlacing against BG Mode 1 graphics. |
Hi-res Japanese text:
Game | Notes |
---|---|
Dark Law: Meaning of Death | BG Mode 5 for text boxes, menu screens and status bar during gameplay. |
Desert Fighter / Air Strike Patrol | BG Mode 5 and interlacing for high resolution mission briefing text. |
Marvelous: Mouhitotsu no Takarajima | BG Mode 5 for text boxes and menu screens. |
Moryou Senki Madara 2 | BG Mode 5 for text boxes and menu screens. |
Rudra no Hihou | BG Mode 5 for text boxes and menu screens. |
Seiken Densetsu 3 (Secret of Mana 2) | BG Mode 5 for text boxes and menu screens. |
Shinseiki Odysselya II | BG Mode 5 for text boxes. |
Syvalion | BG Mode 5 and interlacing for text screens at the beginning of the game. |
Tokimeki Memorial: Densetsu no Ki no Shita de | BG Mode 5 for text boxes and menu screens. |
Links:
- Forum thread - CRT photos of various hi-res effects.
Offset-Per-Tile (horizontal)
The horizontal version of Offset-Per-Tile is especially rare, since scanline horizontal scroll changes can already do a smooth horizontal offset, and this hardware feature only provides a coarse one.
Game | Notes |
---|---|
Chrono Trigger | During the introduction, this is used for a "shimmering" effect on the Black Omen ship. |
Super Genjin 2 | Used for a screen transition effect on the title screen, when the intro animation isn't skipped. Uses BG Mode 4. |
Super Mario All-Stars | Used in Super Mario Bros 2, for a screen transition between title screen and character select. |
Offset-Per-Tile (vertical)
See: Offset-Per-Tile
Game | Notes |
---|---|
Aladdin | Used on the final boss fight. |
Axelay | Used for large vertically moving obstacles on the second level. |
Battletoads in Battlemaniacs | Used for a wavy effect on a flag in the game's intro. |
Bust-a-Move / Puzzle Bobble | Used to make the playfield shift downwards without affecting the fixed frame at the sides. This game also uses BG Mode 4. |
Chrono Trigger | Used to apply a vertical waving effect on the word "Trigger" at the title screen. |
GT Racing | Uses BG Mode 2 for a waving flag on the title screen. |
Prehistorik Man | Used on stage 21 (Icebergs) to simulate rotation on the ice platforms. |
Star Fox | Used for the slight rotation effect on the background behind the SuperFX graphics. |
Super Turrican 2 | Used in the fourth area of the first level. |
Tetris Attack | Used for independently shifting columns of gameplay. |
Timecop | Used for a wobbling effect on the time machine during the introduction. |
Yoshi's Island | Used for the 1-7 "Touch Fuzzy Get Dizzy" effect, and moving platforms in 6-4 "Tap-Tap The Red Nose's Fort". |
Overscan (239 lines)
PPU register $2133 SETINI can choose either 224 or 239 lines of visible picture. Most games used 224, allowing a significantly longer VBLANK period, and the extra lines weren't normally visible on contemporary NTSC televisions.
Game | Notes |
---|---|
Rendering Ranger R2 | NTSC (Japan), often manually blanks several lines at the bottom. Only rarely uses the manual blank time for PPU uploads (e.g. rotating ship at end of Stage 2). |
SNES Test Program | Immediately switches to overscan mode, even on NTSC consoles. |
Super Mario All-Stars | PAL version only. |
Super Mario Kart | PAL version only, but with some "manual" letterboxing. |
Super Mario World | The launch PAL release did not use overscan, but a later PAL revision did. |
Super Tetris 2 + Bombliss | NTSC (Japan). |
Super Tetris 3 | NTSC (Japan). |
Tetris & Dr. Mario | Both NTSC and PAL versions used the overscan area. |
Tom & Jerry | NTSC and PAL. |
Yoshi's Cookie | NTSC and PAL. |