Super Nintendo Graphics Guide

Super Nintendo Super PPU Graphics Guide v0.1 (10/09/17) Mega Cat Studios    OVERVIEW OF PPU CONCEPTS Super PPU Super "Picture Processing Unit" Video controller chip that handles the SNES' tile graphics, scroll planes, and sprites. Similar in function to PPU in NES, but super VRAM "Video RAM" RAM used by the Super PPU Holds tiles Each screen mode uses a different tile size for tiles Sizes usually 8x8 px or 16x16 px per tile 64 KB of VRAM OAM "Object Attribute Memory" Holds sprite definition data Can hold data up to a maximum of 128 sprites Similar to OAM in...
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We Got Dungeons - Dev Log 2

Last time we announced our new upcoming game for the Sega Genesis, We Got Dungeons. This time well delve into the technical details of the game, so strap in for some tech talk! First off lets talk about the levels. We are planning on having several different tiers of levels, each of them comprised of several floors of increasing difficulty. The levels are broken down into separate discrete rooms that are filled with randomly generated encounters. In order to maximize the amount of different rooms that we have to work with, and make each room as interesting and varied as...
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Emission Map Guide for Artists

Emission Map Guide for Artists Emission maps are used to describe how much bloom/glow should be emitted from parts of a sprite/texture. Emission maps are grayscale: black means no emission for that pixel, white means full intensity emission. To start, here’s an example of a sprite with its corresponding emission map: We don’t want the entire building sprite to be emitting bloom/glow, so we create an emission map in which everything is black except the windows of the building. The result is that only the windows will emit a glow. Most lighting effects should be achieved through programmed lighting and...
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Unity Bloom Post Processing & Emission Maps

Unity Bloom Post Processing & Emission Maps (For Devs) Import this unity package - it will allow us to use post processing such as bloom  In the file manager view within unity: Right click -> Create -> Post-Processing Profile Select the newly-made profile, and view its contents in the inspector. Check the box next to bloom to enable the following: bloom, chromatic aberration, and vignette. Copy these settings for now: Select your main camera in the scene's hierarchy, and add the script called 'Post Processing Behaviour'. For its 'Profile' element in the inspector, assign the post-processing profile you created earlier....
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We Got Dungeons - A Tactical RPG for the Sega Genesis! Dev Log 1

We got danger. We got battle. We got tactics. We got choice. We got story. We Got Dungeons.  Imagine that Neil Gaiman wrote a novel about Buffy the Vampire Slayer investigating some weirdness in Earthbound. Now imagine that this novel was actually a tactical RPG with some rogue-like elements and a unique progression and customization system. Now imagine that this RPG came out for the Sega Genesis in the 90s. Still with me? Good… Features We Got Dungeons is a tactical RPG with: Procedurally generated dungeons - every dungeon and every room has different layouts for enemies, traps, hazards, and...
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