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Mode 7
Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different effects. The most famous of these effects is the application of a perspective effect on a background layer by scaling and rotating the background layer in this manner. This transforms the background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth. Thus, an impression of three-dimensional graphics is achieved. Mode 7 was one of Nintendo's prominent selling points for the Super NES platform in publications such as ''Nintendo Power'' and ''Super NES Player's Guide''.'''' Similar ''faux'' 3D techniques have been presented on a few 2D systems other than the Super NES, in select peripherals and games. Function The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers. The last one (background mod ...
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Mode 7 Test-0000
Mode ( la, modus meaning "manner, tune, measure, due measure, rhythm, melody") may refer to: Arts and entertainment * '' MO''D''E (magazine)'', a defunct U.S. women's fashion magazine * ''Mode'' magazine, a fictional fashion magazine which is the setting for the ABC series ''Ugly Betty'' * ''Mode'' (video game), a 1996 video game * Mode Records, a record label * Mode Media, a defunct digital media company * ''Mode'' series, a quartet of novels by Piers Anthony * Modern Organization for Dance Evolvement, known as MODE, a 1970s modern dance organisation in New York Music * Mode (music), a system of musical tonality involving a type of scale coupled with a set of characteristic melodic behaviors ** Modus (medieval music) *** Gregorian mode, a system of modes used in Gregorian chant (as opposed to ancient Greek modes or Byzantine octoechos) * "Mode", a song by PRhyme from the 2015 soundtrack '' Southpaw: Music from and Inspired by the Motion Picture'' Computing * Data types i ...
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Super Mario World
''Super Mario World,'' known in Japan as is a platform game, platform video game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan in 1990, North America in 1991 and Europe and Australia in 1992. The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and his minions, the Koopalings. The gameplay is similar to that of earlier ''Super Mario'' games: players control Mario through a series of Level (gaming), levels in which the goal is to reach the goalpost at the end. ''Super Mario World'' introduced Monty Mole, an enemy. Nintendo Entertainment Analysis & Development developed the game, led by director Takashi Tezuka and producer and series creator Shigeru Miyamoto. It is the first ''Mario'' game for the SNES and was designed to make the most of the console's technical features. The development team had more freedom compared to the series installments for th ...
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Star Ocean
is a franchise of action role-playing video games developed by the Japanese company tri-Ace and published and owned by Square Enix (formerly Enix). Development History The series is also known for being some of the earliest action RPGs to allow players to alter the storyline's outcome through the player's actions and dialogue choices, mainly through a social relationship system referred to as "private actions". The original '' Star Ocean'', published by Enix in 1996, introduced a "private actions" social system, where the protagonist's relationship points with the other characters are affected by the player's choices, which in turn affects the storyline, leading to branching paths and multiple different endings. This was expanded in its 1999 sequel, '' Star Ocean: The Second Story'', which boasted as many as 86 different endings, with each of the possible permutations to these endings numbering in the hundreds, setting a benchmark for the number of outcomes possible for a video ...
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Tales Of Phantasia
is an action role-playing game originally developed by Wolf Team. It is the first title in Namco's '' Tales'' series. Initially released for the Super Famicom in December 1995, it was later ported to a number of other platforms, including a Japan- exclusive version for the PlayStation in December 1998 and a Game Boy Advance version published by Namco in Japan in August 2003 and later published by Nintendo in North America and Europe in March 2006, which marked the first time the game was officially available in English. A PlayStation Portable remake known as followed in September 2006, featuring full voice acting during story scenes, which was later included with further enhancements as part of '' Tales of Phantasia: Narikiri Dungeon X'' in June 2010. The game's producers have given it the characteristic genre name beginning with the PlayStation version, with the ''Full Voice Edition'' given the moniker . An unofficial fan translation of the original Super Famicom version wa ...
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Yoshi's Island
''Super Mario World 2: Yoshi's Island'' is a 1995 platform game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). The player controls Yoshi, a friendly dinosaur, on a quest to reunite baby Mario with his brother Luigi, who has been kidnapped by Kamek. As a ''Super Mario'' series platformer, Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items with Mario's help. The game has a hand-drawn aesthetic and was the first in the franchise to have Yoshi as its main character, where it introduces his signature flutter jump and egg spawning abilities. After four years of development, ''Yoshi's Island'' was released in Japan in August 1995 and worldwide two months later. Some of its special effects were powered by a new Super FX2 microchip. The game was ported to the Game Boy Advance as ''Super Mario Advance 3: Yoshi's Island'' in 2002. This version was rereleased for the Nintendo 3DS and the Wii U's Virtual C ...
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Super FX
The Super FX is a coprocessor on the Graphics Support Unit (GSU) added to select Super Nintendo Entertainment System (SNES) video game cartridges, primarily to facilitate advanced 2D and 3D graphics. The Super FX chip was designed by Argonaut Games, who also co-developed the 3D space rail shooter video game ''Star Fox'' with Nintendo to demonstrate the additional polygon rendering capabilities that the chip had introduced to the SNES. History The Super FX chip design team included engineers Ben Cheese, Rob Macaulay, and James Hakewill. While in development, the Super FX chip was codenamed "Super Mario FX" and "MARIO". "MARIO", a backronym for "Mathematical, Argonaut, Rotation, & Input/Output", is printed on the face of the final production chip. Because of high manufacturing costs and increased development time, few Super FX based games were made compared to the rest of the SNES library. Due to these increased costs, Super FX games often retailed at a higher MSRP compared t ...
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HyperZone
is a rail shooter video game developed and published by HAL Laboratory for the Super Nintendo Entertainment System (SNES). It used the SNES' Mode 7 capability. Gameplay ''HyperZone'' is a rail shooter game.''HyperZone'' instruction booklet (Super Nintendo Entertainment System, US) The object of the game is to navigate each level while shooting enemies and earning points until encountering a boss enemy, at the end of each level. After enough points are acquired, the player earns an extend and their ship is upgraded at the beginning of the next stage. The player's ship can receive up to six upgrades. As a racing game, the resemblance is visual. The mode 7 tracks are similar to the well-known progenitor of mode 7 racing, ''F-Zero''. As a scrolling shooter, it is also similar to ''Star Fox'' in that the player's ship is constantly pushed forward through each level. While it is possible to slow down, doing so gradually causes damage to the player's ship. ''HyperZone'' contains eigh ...
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Super Castlevania IV
''Super Castlevania IV'' is a 1991 platform game developed and published by Konami. Released originally for the Super Nintendo Entertainment System, it has been re-released multiple times, including for the Super NES Classic Edition. ''Super Castlevania IV'' features expanded play control, 16-bit graphics featuring Super NES's Mode 7, and a soundtrack featuring new pieces and arrangements based on previous ''Castlevania'' music. Following the same setting as ''Castlevania'' on the NES, the game takes place in 1691 Transylvania, where the vampire hunter Simon Belmont must defeat the vampire Dracula. The game received critical acclaim with some calling it one of the greatest video games of all time. Gameplay ''Super Castlevania IV'' is a side-scrolling platform game where the player takes control of Simon through eleven levels. Players begin the game with five lives, and it ends in a game over once they have lost them all. The player will lose a life if all of Simon's health g ...
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Shear Mapping
In plane geometry, a shear mapping is a linear map that displaces each point in a fixed direction, by an amount proportional to its signed distance from the line that is parallel to that direction and goes through the origin. This type of mapping is also called shear transformation, transvection, or just shearing. An example is the mapping that takes any point with coordinates (x,y) to the point (x + 2y,y). In this case, the displacement is horizontal by a factor of 2 where the fixed line is the x-axis, and the signed distance is the y coordinate. Note that points on opposite sides of the reference line are displaced in opposite directions. Shear mappings must not be confused with rotations. Applying a shear map to a set of points of the plane will change all angles between them (except straight angles), and the length of any line segment that is not parallel to the direction of displacement. Therefore, it will usually distort the shape of a geometric figure, for example t ...
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Rotation (mathematics)
Rotation in mathematics is a concept originating in geometry. Any rotation is a motion of a certain space that preserves at least one point. It can describe, for example, the motion of a rigid body around a fixed point. Rotation can have sign (as in the sign of an angle): a clockwise rotation is a negative magnitude so a counterclockwise turn has a positive magnitude. A rotation is different from other types of motions: translations, which have no fixed points, and (hyperplane) reflections, each of them having an entire -dimensional flat of fixed points in a - dimensional space. Mathematically, a rotation is a map. All rotations about a fixed point form a group under composition called the rotation group (of a particular space). But in mechanics and, more generally, in physics, this concept is frequently understood as a coordinate transformation (importantly, a transformation of an orthonormal basis), because for any motion of a body there is an inverse transformat ...
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Reflection (mathematics)
In mathematics, a reflection (also spelled reflexion) is a mapping from a Euclidean space to itself that is an isometry with a hyperplane as a set of fixed points; this set is called the axis (in dimension 2) or plane (in dimension 3) of reflection. The image of a figure by a reflection is its mirror image in the axis or plane of reflection. For example the mirror image of the small Latin letter p for a reflection with respect to a vertical axis would look like q. Its image by reflection in a horizontal axis would look like b. A reflection is an involution: when applied twice in succession, every point returns to its original location, and every geometrical object is restored to its original state. The term ''reflection'' is sometimes used for a larger class of mappings from a Euclidean space to itself, namely the non-identity isometries that are involutions. Such isometries have a set of fixed points (the "mirror") that is an affine subspace, but is possibly smaller tha ...
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Scaling (geometry)
In affine geometry, uniform scaling (or isotropic scaling) is a linear transformation that enlarges (increases) or shrinks (diminishes) objects by a '' scale factor'' that is the same in all directions. The result of uniform scaling is similar (in the geometric sense) to the original. A scale factor of 1 is normally allowed, so that congruent shapes are also classed as similar. Uniform scaling happens, for example, when enlarging or reducing a photograph, or when creating a scale model of a building, car, airplane, etc. More general is scaling with a separate scale factor for each axis direction. Non-uniform scaling (anisotropic scaling) is obtained when at least one of the scaling factors is different from the others; a special case is directional scaling or stretching (in one direction). Non-uniform scaling changes the shape of the object; e.g. a square may change into a rectangle, or into a parallelogram if the sides of the square are not parallel to the scaling axes (t ...
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