I mode technology pdf

This article needs additional i mode technology pdf for verification. Mode 7 is a graphics mode on the Super NES video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different effects. 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. The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers.

A particular utilization technique with Mode 7 allows pixels of the background layer to be in front of sprites. 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. Two-dimensional affine transformations can produce any combination of translation, scaling, reflection, rotation, and shearing—and nothing else.

The game developer must create a sprite with the same appearance as that object. That Mode 7 cannot be used on sprites means that each “size” of an “approaching” sprite for a given distance has to be pre-drawn, meaning that one would see sprites “jump” between a limited number of sizes when “approaching” them. Similarly, the appearance of sprite rotations must be handled through pre-drawing unless they are done with hardware included in the game cartridge such as the Super FX 2 chip, as with Super Mario World 2: Yoshi’s Island. One exception to Mode 7-like effects on sprites handled neither by pre-drawing nor by external chips occurs in Tales of Phantasia and Star Ocean, where re-rendering of sprites on the fly is done entirely by the software.

Sega CD and 32X peripherals add such a feature. Dick Vitale’s “Awesome Baby” College Hoops and Zero Tolerance. Although there is no hardware-native feature comparable to Mode 7 in the Amiga, some of its games use programming tricks that resemble the effects of Mode 7—for example in Mr. SNES use two 8-bit 32-kilobyte RAM chips.

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