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AM2R-Styled Room Transitions?

Started by TAxxOUTBR3AKxx, January 07, 2016, 11:25:08 AM

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TAxxOUTBR3AKxx

We have transition speed-ups and the door-fade patch to fade everything out when doing room transitions. Is there a way to have Samus still drawn on-screen (not faded out) while doing these room transitions ala Another Metroid 2 Remake?

begrimed

I can't see why it'd be impossible to do, since other colors can be excluded from being faded out. Don't know how you'd actually do it though.

TheAnonymousUser

Quote from: TAxxOUTBR3AKxx on January 07, 2016, 11:25:08 AM
Is there a way to have Samus still drawn on-screen (not faded out) while doing these room transitions ala Zero Mission?
iirc, I don't think zero mission showed samus during room transitions (you might be thinking of am2r). If you wanted a zm style transition, the tools/patches are already out there.

But to show samus during transitions, the only problem I can think of, is you would have to take into consideration where the door is going to spit you out in the next room without it looking like samus just warped into the room (although that may be simple enough. I haven't a clue on asm).

TAxxOUTBR3AKxx

Quote from: TheAnonymousUser on January 07, 2016, 11:49:34 AM
Quote from: TAxxOUTBR3AKxx on January 07, 2016, 11:25:08 AM
Is there a way to have Samus still drawn on-screen (not faded out) while doing these room transitions ala Zero Mission?
iirc, I don't think zero mission showed samus during room transitions (you might be thinking of am2r). If you wanted a zm style transition, the tools/patches are already out there.

But to show samus during transitions, the only problem I can think of, is you would have to take into consideration where the door is going to spit you out in the next room without it looking like samus just warped into the room (although that may be simple enough. I haven't a clue on asm).

Youre right. I was thinking AM2R. Idk i just like the visual it puts off going from one room to the next. Makes it seem like youre actually going from one room to another seamlessly and not the feeling that rooms are just teleportingg you from one to another with the fade.

Quietus

It might also look odd since the door tube tiles that are in front of Samus would be fading, so would she not appear to pop in and out during the transitions while the doors fade in and out? It wouldn't be so bad on transitions without doors.

Crashtour99

IIRC the main problem with Samus being shown during room transitions is that her position is not exactly what one would call stable, i.e. she'd be teleporting and jittering around.  Yet another reason that screen darkening and door tubes are a thing, kinda like the masking behind the HUD.

passarbye

Quote from: Crashtour99 on January 07, 2016, 07:41:05 PM
IIRC the main problem with Samus being shown during room transitions is that her position is not exactly what one would call stable, i.e. she'd be teleporting and jittering around.  Yet another reason that screen darkening and door tubes are a thing, kinda like the masking behind the HUD.
For AM2R, DocM64 actually takes samus' last position and uses a placeholder sprite instead of actually drawing samus during the transition, so that once the transition completes he can start actually drawing her again using that placeholder as a guide. Maybe this could also be done in SM similarly?