When true transparency is used it is programmed in software and slows the game down greatly, as evidenced in the special weapon rooms. The PSX-derived engine is 3D-based and thus interpolation/dithering had to be used in most cases to replace true transparency. ![]() Transparencies can be done, I believe on a hardware level, in 2D operating modes. That has to be done in software as some programmers have shown they have the ability to do. ![]() The Saturn cannot do hardware alpha channel transparencies in 3D. Castlevania for the Saturn was an absolute horrendous and lazy port and not a fair judge of Saturns capabilities.Īkumajou Dracula X - Gekka no Yasoukyoku was a lazy port on the Sega Saturn alright as explained here:Īs for the Sega Saturn and transparencies this is a quote from the above linked article about the Akumajou Dracula X porting: The Saturn could actually do transparency but it depended on which VDP or layer (can’t remember exactly) that the item that was supposed to be transparent was being rendered on.
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