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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 depth effects.[1] 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.

This basic Super NES demo uses Mode 7.

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.[2] Similar faux 3D techniques have been presented on a few 2D systems other than the Super NES, in select peripherals and games.

Overview

The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers. The last one (background mode 7) has a single layer that can be scaled and rotated. Two-dimensional affine transformations can produce any combination of translation, scaling, reflection, rotation, and shearing. However, many games create additional effects by setting a different transformation matrix for each scanline. In this way, pseudo-perspective, curved surface, and distortion effects can be achieved.

Mode 7 graphics are generated for each pixel by mapping screen coordinates to background coordinates using an affine transformation and sampling the corresponding background color. The 2D affine transformation is specified for each scanline by 6 parameters:  ,  ,  , and   ( which together define the matrix  ), and   and   (which define the vector  , the origin). Specifically, screen coordinate   is translated to the origin coordinate system, the matrix is applied, and the result is translated back to the original coordinate system to obtain  .

In 2D matrix notation:

 

 .


All arithmetic is carried out on 16-bit signed fixed point numbers, while all offsets are limited to 13 bits. The radix point is between bits 7 and 8.

Usage in Games

This graphical method is suited to racing games, and is used extensively for the overworld sections of role-playing games such as Square's popular 1994 game Final Fantasy VI. The effect enables developers to create the impression of sprawling worlds that continue toward the horizon.

A particular utilization technique with Mode 7 allows pixels of the background layer to be in front of sprites. Examples include the second and fifth stage of Contra III: The Alien Wars, the second and fifth stage of Jim Power: The Lost Dimension in 3-D, the introduction screen of Tiny Toon Adventures: Buster Busts Loose, when a player falls off the stage in Super Mario Kart, some cinematics in Super Metroid, and in some boss battles in Super Mario World.

Mode 7-type effects can be implemented on the Super NES without the hardware acceleration of Mode 7, such as Axelay's rolling pin vertical scrolling; and then it uses Mode 7 in one boss and in the end credits sequence.[3]

Many Mode 7 games were remade for Game Boy Advance using effects implemented by software.

The Sega Genesis has no hardware-native feature comparable to Mode 7. However, as in Tales of Phantasia and Star Ocean's sprite effect add-ins, some comparable technical feats were programmed entirely in software, as in Dick Vitale's "Awesome, Baby!" College Hoops and Zero Tolerance.[4] Similarly, such Amiga games include Mr. Nutz: Hoppin' Mad, Lionheart, Obitus, and Brian the Lion.

Selection of Mode 7 games

See also

References

  1. ^ "The Next Generation 1996 Lexicon A to Z: Mode 7". Next Generation. No. 15. Imagine Media. March 1996. p. 37.
  2. ^ Super NES Player's Guide, Redmond WA, USA: Nintendo®, retrieved 2018-09-13
  3. ^ "Axelay et le mode 7". upsilandre retrogaming (in French). Retrieved March 2, 2023.
  4. ^ "Special Effects". Electronic Gaming Monthly. No. 67. Ziff Davis. February 1995. pp. 20, 26.

mode, this, article, about, graphics, mode, super, nintendo, entertainment, system, video, game, developer, publisher, games, other, uses, disambiguation, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, . This article is about the graphics mode of the Super Nintendo Entertainment System For the video game developer and publisher see Mode 7 Games For other uses see Mode 7 disambiguation This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Mode 7 news newspapers books scholar JSTOR January 2017 Learn how and when to remove this template message 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 depth effects 1 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 This basic Super NES demo uses Mode 7 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 2 Similar faux 3D techniques have been presented on a few 2D systems other than the Super NES in select peripherals and games Contents 1 Overview 2 Usage in Games 3 Selection of Mode 7 games 4 See also 5 ReferencesOverview EditThe Super NES console has eight graphics modes numbered from 0 to 7 for displaying background layers The last one background mode 7 has a single layer that can be scaled and rotated Two dimensional affine transformations can produce any combination of translation scaling reflection rotation and shearing However many games create additional effects by setting a different transformation matrix for each scanline In this way pseudo perspective curved surface and distortion effects can be achieved Mode 7 graphics are generated for each pixel by mapping screen coordinates to background coordinates using an affine transformation and sampling the corresponding background color The 2D affine transformation is specified for each scanline by 6 parameters a displaystyle a b displaystyle b c displaystyle c and d displaystyle d which together define the matrix M displaystyle mathbf M and x 0 displaystyle x 0 and y 0 displaystyle y 0 which define the vector r 0 displaystyle mathbf r 0 the origin Specifically screen coordinate r displaystyle mathbf r is translated to the origin coordinate system the matrix is applied and the result is translated back to the original coordinate system to obtain r displaystyle mathbf r prime In 2D matrix notation r M r r 0 r 0 displaystyle mathbf r prime mathbf M mathbf r mathbf r 0 mathbf r 0 x y a b c d x y x 0 y 0 x 0 y 0 displaystyle begin bmatrix x y end bmatrix begin bmatrix a amp b c amp d end bmatrix left begin bmatrix x y end bmatrix begin bmatrix x 0 y 0 end bmatrix right begin bmatrix x 0 y 0 end bmatrix All arithmetic is carried out on 16 bit signed fixed point numbers while all offsets are limited to 13 bits The radix point is between bits 7 and 8 Usage in Games EditThis graphical method is suited to racing games and is used extensively for the overworld sections of role playing games such as Square s popular 1994 game Final Fantasy VI The effect enables developers to create the impression of sprawling worlds that continue toward the horizon A particular utilization technique with Mode 7 allows pixels of the background layer to be in front of sprites Examples include the second and fifth stage of Contra III The Alien Wars the second and fifth stage of Jim Power The Lost Dimension in 3 D the introduction screen of Tiny Toon Adventures Buster Busts Loose when a player falls off the stage in Super Mario Kart some cinematics in Super Metroid and in some boss battles in Super Mario World Mode 7 type effects can be implemented on the Super NES without the hardware acceleration of Mode 7 such as Axelay s rolling pin vertical scrolling and then it uses Mode 7 in one boss and in the end credits sequence 3 Many Mode 7 games were remade for Game Boy Advance using effects implemented by software The Sega Genesis has no hardware native feature comparable to Mode 7 However as in Tales of Phantasia and Star Ocean s sprite effect add ins some comparable technical feats were programmed entirely in software as in Dick Vitale s Awesome Baby College Hoops and Zero Tolerance 4 Similarly such Amiga games include Mr Nutz Hoppin Mad Lionheart Obitus and Brian the Lion Selection of Mode 7 games Edit7th Saga The ActRaiser series Aero the Acro Bat Ace o Nerae Accele Brid Al Unser Jr s Road to the Top Axelay Bastard The Brainies Brett Hull Hockey 95 Carrier Aces Contra III The Alien Wars Chrono Trigger D Force Demon s Crest DinoCity Drakkhen Exhaust Heat F Zero Flying Hero Bugyuru no Daibouken Final Fantasy IV Final Fantasy V Final Fantasy VI The Ganbare Goemon series HyperZone Illusion of Gaia Jurassic Park Kat s Run Zen Nippon K Car Senshuken Kirby Super Star The Legend of Zelda A Link to the Past Lock On Lufia II Rise of the Sinistrals The Magical Quest starring Mickey Mouse MechWarrior Mega Man 7 Mohawk amp Headphone Jack Mr Nutz NCAA Basketball NHL Stanley Cup Power Rangers Zeo Battle Racers Pilotwings RoboCop 3 Romance of the Three Kingdoms IV Wall of Fire Run Saber R Type III The Third Lightning Rendering Ranger R2 Secret of Evermore Secret of Mana and Trials of Mana Skyblazer SOS Star Fox Star Ocean Stargate Street Racer Super Aleste Super Adventure Island Super Castlevania IV Super Copa Super Ghouls n Ghosts Super Mario Kart Super Mario RPG Legend of the Seven Stars Super Mario World Super Mario World 2 Yoshi s Island Super Metroid The Super Robot Wars series Super Scope 6 The Super Star Wars series Super Tennis The Super Turrican series Tales of Phantasia Teenage Mutant Ninja Turtles IV Turtles in Time Terranigma Wing Commander Wings 2 Aces High Wolfenstein 3D Yoshi s Safari Zoku The Legend of BishinSee also EditRay castingReferences Edit The Next Generation 1996 Lexicon A to Z Mode 7 Next Generation No 15 Imagine Media March 1996 p 37 Super NES Player s Guide Redmond WA USA Nintendo retrieved 2018 09 13 Axelay et le mode 7 upsilandre retrogaming in French Retrieved March 2 2023 Special Effects Electronic Gaming Monthly No 67 Ziff Davis February 1995 pp 20 26 Retrieved from https en wikipedia org w index php title Mode 7 amp oldid 1146971364, wikipedia, wiki, book, books, library,

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