Author Topic: [Axe] Mode 7 test  (Read 20750 times)

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Offline Matrefeytontias

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[Axe] Mode 7 test
« on: December 25, 2012, 04:27:00 pm »
Hey guys,

I made a kind-of mode 7 test (pretty ugly) and I thought I could post it here.

It's Axe → slow.

It takes Pic0 and projects it in Mode 7 style (rotate with left / right). No screenshot because Axe 1.2.1 crashes wabbitemu.

Oh, and it's REAAAAAAALLY ugly.
« Last Edit: December 25, 2012, 04:28:02 pm by Matrefeytontias »

Offline Sorunome

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Re: [Axe] Mode 7 test
« Reply #1 on: December 25, 2012, 05:16:27 pm »
What is mode 7?

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Offline Matrefeytontias

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Re: [Axe] Mode 7 test
« Reply #2 on: December 25, 2012, 05:47:14 pm »
Originally, it's an integrated circuit of the SNES to display backgrounds or tilemaps with a perspective effect (see F-Zero or Mario Kart). The name remained and now is the name of the effect.

Offline Sorunome

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Re: [Axe] Mode 7 test
« Reply #3 on: December 25, 2012, 10:47:26 pm »
Oh, nice, so that is a 3D tilemapper? O.o

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Offline calc84maniac

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Re: [Axe] Mode 7 test
« Reply #4 on: December 25, 2012, 10:59:13 pm »
It was actually originally intended just for displaying scaled/rotated tilemaps. However, changing the rotation/scale values at each scanline allows displaying a perspective effect.

The idea is that texture mapping a plane perpendicular to the screen has each consecutive texel in the scanline spaced apart by identical intervals. The trick is that for each "line" on the screen, you calculate the texture coordinates of the center of the scanline, then get the leftmost coordinate in the scanline using the calculated pixel interval, then add the pixel interval for each pixel in the scanline and get the pixel color at each coordinate. Hopefully this was somewhat comprehensible :P
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Re: [Axe] Mode 7 test
« Reply #5 on: December 26, 2012, 01:05:59 am »
I might give this a try soon. I'M interested at how well Mode 7 (with full rotation, unlike Quigibo's version) runs in Axe.

Offline Matrefeytontias

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Re: [Axe] Mode 7 test
« Reply #6 on: December 26, 2012, 02:39:35 am »
Calc84maniac, I sent you a PM about that :P

DJ_O well, this program isn't really an example, I'm a total newbie with that.

Offline Keoni29

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Re: [Axe] Mode 7 test
« Reply #7 on: December 26, 2012, 04:21:33 am »
Screenshot please? I don't have axe on my wabbitemu.
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Offline Matrefeytontias

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Re: [Axe] Mode 7 test
« Reply #8 on: December 26, 2012, 05:30:08 am »
I can't, Axe 1.2.1 crashes Wabbitemu, so if someone could make a screenshot it'd be great :)

Offline DJ Omnimaga

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Re: [Axe] Mode 7 test
« Reply #9 on: December 27, 2012, 02:52:10 pm »
I noticed one version of Axe crashed WabbitEmu, but it wasn't 1.2.1a for me.


EDIT I get ERR:INVALID TOKEN when compiling O.O

Code: [Select]
If pxl-Test(Sx/256) and Xmask,Sy/256 and Ymask,P)
That is where the error points too ???

Offline Runer112

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Re: [Axe] Mode 7 test
« Reply #10 on: December 27, 2012, 02:59:17 pm »
I think Matrefeytontias used a computer tokenizer to create the 8xp, which turned the letters "Sx" into the statistics token 'Sx'. You can fix these fairly easily by hand, I think there were only two issues.

Offline DJ Omnimaga

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Re: [Axe] Mode 7 test
« Reply #11 on: December 27, 2012, 03:21:36 pm »
Oh wait, it's an Axe-only token? I guess that explains it then (since computer tokenizers don't recognize them). EDIT Nvm I got your msg the other way around.
« Last Edit: December 27, 2012, 03:23:17 pm by DJ_O »

Offline Runer112

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Re: [Axe] Mode 7 test
« Reply #12 on: December 27, 2012, 03:24:31 pm »
No, the issue is sort of the other way around. 'Sx' is a statistics token that apparently the computer tokenizer he used recognized, so it converted his references to the custom variable he named "Sx" into a token that Axe doesn't recognize.

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Re: [Axe] Mode 7 test
« Reply #13 on: December 27, 2012, 03:26:14 pm »
I totally forgot Sx existed lol. That tells how much I used my calculator for math classes.

Now his program just displays Done ???

EDIT Nvm forgot I needed Pic 0. Now it just displays the graph screen, then when pressing ENTER, the screen turns blank and hangs. D:
« Last Edit: December 27, 2012, 03:28:07 pm by DJ_O »

Offline Runer112

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Re: [Axe] Mode 7 test
« Reply #14 on: December 27, 2012, 03:32:43 pm »
I'm not sure it's hung... try holding down CLEAR for a good second or so. The program only checks keys between frames, and frames can take a long time (almost a second) to render. And the blank screen may just be a fully white image (like a portion of the graph screen) displayed in mode 7.
« Last Edit: December 27, 2012, 03:33:25 pm by Runer112 »