Ultra Mode 7
Authors: Blizzard
Version: 1.0
Type: 3D tilemap rendering
Key Term: Environment Add-on
IntroductionUltra Mode 7 simulates the Mode 7 rendering mode from the SNES by using 3D rendering (hence the "Ultra"). Sprites are scaled appropriately and use additional code to determine whether they are visible, because of cut-off distance. The view of a Mode 7 map is defined by the following parameters:
- camera distance
- field of view
- pitch rotation angle
- yaw rotation angle
- maximum Z coordinate
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Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
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Features- render map in 3D
- control rendering with various parameters and even change them on the fly
- supports white fading of horizon
- supports auto-scaling for sprites depending on distance from camera
- high performance
- easy to use
v1.0Screenshotshttps://i.gyazo.com/9c7d3250509a967665e978ea608f46af
DemoUltra Mode 7 Demo
ScriptScript Download
InstructionsInside the script in the first comment.
Compatibility- Requires WebGL. Does not work with canvas and due to how canvas works, it can never support canvas.
- Because the tilemap is rendered entirely flat, tile priority isn't used.
- Scaling has been optimized for usage of an FOV of 60°. Using different values will cause some weird scales being used for characters.
- Due to yaw rotation requiring turning of characters, 8-directional characters sprites might have only limited support.
- Looping maps are currently not supported.
Credits and Thanks
Author's NotesMake sure to read the instructions and study the demo before asking questions.
If you find any bugs, please report them here:
http://forum.chaos-project.comThat's it! N-Joy! =D