Keyhole Effect
(Current scale is below 100% - zoom in to view full detail.)


Asset Info favorite | |
---|---|
Name | Keyhole Effect |
Category | SNES |
Game | Super Mario World |
Section | Miscellaneous |
Submitted | November 12, 2020 |
Uploaded By | Alefy San |
Size | 18.75 KB (3491x143) |
Format | PNG (image/png) |
Hits | 14,134 |
Animated GIFs (0)
Comments (14)

why did u do this

This sheet looks like it would've been lot's of fun to put together.

This must have been hard to do.

@DogToon64 Obviously You Had To Recall That Amazing TerminalMontage Ref That Somehow Always Made Me Laugh.

i remember being like 11 and making a very bad rip of this and getting warned for low quality

@DiamondmanPixel76 Nope, the SNES cannot natively do sprite scaling. The only scaling it has built in is background mode 7, which only lets the BG layer scale, only gives a single BG layer, and has a bunch of its own quirks.
Bowser and most of the boss fights in this game use it, so everything else either needs to be sprites or use HDMA to change the background mode in sync with the scanning beam. Yoshi's Island sprite scaling does not actually use mode 7, but rather the Super FX2 chip.
Bowser and most of the boss fights in this game use it, so everything else either needs to be sprites or use HDMA to change the background mode in sync with the scanning beam. Yoshi's Island sprite scaling does not actually use mode 7, but rather the Super FX2 chip.

Oh, so it's not just sprite scaling?

@SmithyGCN Really? I always thought mode 7 was the only effect the SNES could do...

I'm pretty sure it's just a geometric shape effect. The SNES used it often like in Chrono Trigger for certain attacks.

Did this GFX use Mode 7?

If I had to guess... the biggest one. I don't know that for sure, but it's a possibility.

Makes me wonder what the original looks like, since this animation is created ingame through resizing.

Easily my favorite so far for this game. :) Even though it's simple.
You must be logged in to post comments.