EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01

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  • เผยแพร่เมื่อ 29 มิ.ย. 2024
  • EarthBound enemy battles are styled like classic RPGs where you just see a static picture of the foe at hand. To spice it up, the backgrounds were made extra colorful and animated. How does the SNES display these wavy and wobbly effects? It's all explained right here.
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ความคิดเห็น • 545

  • @SamzaNemesis
    @SamzaNemesis 4 ปีที่แล้ว +1578

    The battle backgrounds in Earthbound were created by Shigesato Itoi pressing his palms hard into his eyeballs, screaming, and describing to his programmers what he saw.

    • @indejcriptible
      @indejcriptible 4 ปีที่แล้ว +38

      source on this?

    • @blubiart
      @blubiart 4 ปีที่แล้ว +41

      @@indejcriptible @rockcock64 on twitter twitter.com/rockcock64/status/1160544595622748160

    • @b0mbware
      @b0mbware 4 ปีที่แล้ว +152

      I just pressed my palms into my eyeballs and you are so right

    • @reginangel_official
      @reginangel_official 4 ปีที่แล้ว +68

      @@b0mbware same rn
      i saw trippy stuff.

    • @Bacony_Cakes
      @Bacony_Cakes 4 ปีที่แล้ว +95

      The screaming is the most important part.

  • @TheRedCap
    @TheRedCap 4 ปีที่แล้ว +1925

    I'm a programmer. Doing this on 20+ year old hardware makes my head spin.
    I have so much respect for those older programmers.

    • @proxy1035
      @proxy1035 4 ปีที่แล้ว +70

      this is one reason i love old tech.
      1. it's so accessible today that you could just spend like >100 bucks to get yourself everything you need to build, program, and use your own 8 bit computer.
      2. the hardware is simple and slow enough to actuall work with and debug without emulation or just hoping that the hardware works. but at the same time it's complex enough to pretty much write everything you could want.
      3. you really start to appreciate the work of the programmers and designers of such old systems. because of how creatively they go around limitations... nowadays that seems like a dead skill.
      and you can even see how much the Programmers learned during the life time of a system. for example on the NES, Super Mario Bros 1 was pretty simple... Super Mario Bros 3 ran on the exact same hardware and even today some people still mistake it for a SNES title...
      another example, the C64... at the strat barely anyone used the powerful SID chip for music, it was mostly just for sound effects, MULE was one of the first games to use it for music, and just compare it to other titles from much later...
      MULE Theme, each channel was giving a single waveform and it stayed that way the whole song: th-cam.com/video/VBDxUR7rIhs/w-d-xo.html
      Supremacy, Programmers noticed you can change waveforms on the go and... just listen: th-cam.com/video/Bdz5X814bNQ/w-d-xo.html

    • @slippydouglas
      @slippydouglas 4 ปีที่แล้ว +38

      TheRedCap Honestly, when you're dealing with DMA writes and color palettes to draw graphics on a daily basis, throwing some fun math into your algorithms to see what happens just kind of happens. Heck, sometimes stuff like this would happen as a happy accident, because of an off-by-one bug or similar. This type of stuff is much harder nowadays where most common operations are abstracted away, and you tend to only see simplified APIs.
      I started my career in 2007 working on Nintendo DS games, and (since the DS was largely based on the GBA), many of these kinds of techniques were still relevant.

    • @cathacker13
      @cathacker13 4 ปีที่แล้ว +57

      Let's talk about the fact this was done using assembly

    • @23Scadu
      @23Scadu 4 ปีที่แล้ว +16

      If you think this is impressive, I hope you're subscribed to GameHut.

    • @TheRedCap
      @TheRedCap 4 ปีที่แล้ว +11

      @@23Scadu oh I am pal. I am...

  • @livvy94
    @livvy94 4 ปีที่แล้ว +1459

    Fun fact, the dev team's internal name for these backgrounds was "video drugs." heh

    • @PScoopYT
      @PScoopYT 4 ปีที่แล้ว +139

      IIRC, "Video drugs" was an actual thing in Japan! It's similar to these backgrounds too.

    • @alanbrito141
      @alanbrito141 4 ปีที่แล้ว +8

      Where does it say that?

    • @ActionGamerAaron
      @ActionGamerAaron 4 ปีที่แล้ว +52

      @@alanbrito141 In this interview it was translated as 'video relaxant'.
      yomuka.wordpress.com/2009/06/21/weekly-famitsu-september-9-1994/

    • @ERROR24016
      @ERROR24016 4 ปีที่แล้ว +47

      I think there was also an unused item with the same name, where using it will bring up a text box saying: "what the hey is this?"

    • @Karmageddon415
      @Karmageddon415 4 ปีที่แล้ว +7

      Hi Vince

  • @dontmindme6520
    @dontmindme6520 4 ปีที่แล้ว +507

    I can still hear those backgrounds even without the music.

    • @fireaza
      @fireaza 4 ปีที่แล้ว +28

      Do, do, dooo! Da! Da! Do, do, dooo! Da! Da!

    • @bobisnotaperson
      @bobisnotaperson 4 ปีที่แล้ว +27

      Removes backgrounds from Earthbound.
      **Weird Music Stops**

    • @erikaisadiah
      @erikaisadiah 4 ปีที่แล้ว +9

      I love how that somehow makes perfect sense

    • @Shadow404x
      @Shadow404x 3 ปีที่แล้ว +6

      @@bobisnotaperson try playing Earthbound Beginnings

    • @eggnogisdead
      @eggnogisdead 2 หลายเดือนก่อน

      ⁠​⁠@@bobisnotaperson no battle backgrounds in mother 1 and almost all the battle songs you hear are dwananananaooooo…
      dee dee dee…

  • @skydevil
    @skydevil 4 ปีที่แล้ว +261

    the battle backgrounds added so much personality to earthbound, the fact that almost every fight looks different was a really nice touch

  • @slap_my_hand
    @slap_my_hand 4 ปีที่แล้ว +393

    I love how these old consoles can achive such complex animations with only a few hardware tricks. It would take a ton of CPU power to get a similar result with a framebuffer-based console.

    • @muizzsiddique
      @muizzsiddique 4 ปีที่แล้ว +10

      Couldn't similar effects be acheived using pixel shaders?

    • @slap_my_hand
      @slap_my_hand 4 ปีที่แล้ว +31

      ​@@muizzsiddique You can do that, but it would require way more advanced hardware.

    • @nuxx1876
      @nuxx1876 4 ปีที่แล้ว +2

      this is not a trick

    • @3lH4ck3rC0mf0r7
      @3lH4ck3rC0mf0r7 4 ปีที่แล้ว +45

      @@slap_my_hand Pixel shaders are different, because they're a fully programmable pipeline that acts on the per-pixel level instead of per-scanline. Not to mention this is fixed function hardware. The registers you're offered are a direct result of the hard circuitry they were able to build into the machine while still keeping it affordable.
      I'll be honest, it kinda upsets me that I haven't seen any game at all try to really milk pixel and vertex shaders and framebuffer feedback loops and distortion effects to create the same level of insanity that old-school developers pulled on their hardware, but scaled up to the horsepower and flexibility of a modern PC (I've experimented a bit with such things in Unity, but didn't get to develop anything big with that just yet. Still a noob at programming shaders). We really take our GPUs for granted nowadays (and I'll be honest, loading videos into the shader texture slots will never fail to mesmerize me).
      I wouldn't mind also seeing a game audio engine get closer to a full-on DAW, allowing you to have the game partially synthesize and mix the entire soundtrack (and SFX) in real time. Imagine mixing FL Studio's performance mode automations and patterns with dynamic game triggers and events. But actually, more than that, I would really love to see sound cards get the same treatment as their graphical cousins, and become these standardized flexible powerful multichannel dynamically programmable megasynths. They've been neglected a lot lately, instead having the CPU do all the work and just blast in the result... same deal with merging modelling tools into animated vertex shaders to exceed the boundaries of regular bone animation. All the wacky bending, squashing and stretching effects you could layer over the polygons themselves after the normal bone animation has been applied. And all the color math to play with... There's really a lot that can be done here that I've yet to see anyone do.
      And finally, it's no longer a thing for games to physically ship with their own coprocessors (if anything, because systems are no longer that open-ended and the media we save the software on can't hold chips in it anymore). The closest thing to that is some of the traditionally CPU work being offloaded to the GPU like physics, encryption math for processing and mining cryptocurrencies, DRM for things like Netflix and video decode/encode acceleration. That's great, offloading and parallelizing even more out of the CPU's hands so we can go back to exclusively running the core logic.
      Modern games just use the hardware for playing back prerecorded sound and all the graphics work is pushed towards making things look as realistic as possible. Where's the dreamlike trippiness in 3D space?

    • @watchm4ker
      @watchm4ker 3 ปีที่แล้ว +6

      @@3lH4ck3rC0mf0r7 Regarding the music: The problem you have is that there's a greater demand for performed music over synthesized tracks. The iMuse engine LucasArts developed did all that and more, bit relied on MIDI synthesis to actually perform the music. The Unreal engine supported tracker music, probably due to Alexander Brandon's work, but aside from Deus Ex, I've never really seen it used well.
      Ultimately, it seems people just prefer static music that's performed well, over dynamic tracks that sound artificial. And it's a shame that people forget what we had.

  • @thecrimsonaxe6037
    @thecrimsonaxe6037 4 ปีที่แล้ว +89

    Earthbound, where every fight is it's own unique psychedelic nightmare.

  • @MarioFanGamer659
    @MarioFanGamer659 4 ปีที่แล้ว +329

    Yoshi's Island, one of the SNES games with many effects, would make an interesting topic. In particular, the layer 2 (i.e. most bosses) and layer 3 sprites (e.g. the polygonal sprites, big ghosts) are rendered dynamically so it looks like they're using Super FX magic (i.e. plotting a bitmap)... Except, they cheat as plotting a bitmap is a difficult process (in fact, the only time Super FX uses plotting is for rotating, growing and shrinking sprites, the title screen, the PAUSE and GAME OVER letters and the credits scene and only the first point is even gameplay!).

    • @MissNorington
      @MissNorington 4 ปีที่แล้ว +32

      Yoshi's Island is indeed interesting. Many of the bosses and 3D looking objects are made up of a background with a linear looking pyramid graphics, where 0 pixels is 0 pixels width, and 255 is 255 pixels width, each vertical offset making the pyramid 1 pixel wider. That is a graphical representation of a look-up-table, so that if you want to draw a shape in a specific size, you just add vertical offset to the background, and the shape is intact but bigger. There are limits to what art patterns can be drawn, but the result is close to vector graphics! I mostly worked with the 3D objects like the falling doors, and they are calculated with 3D perspective points (same LUT as the title screen 3D depth) and linear interpolation, then HDMAed to screen (double buffered of course).

    • @KuraIthys
      @KuraIthys 4 ปีที่แล้ว +12

      Interesting. I didn't think Yoshi's island would be using effects like that.
      It's how the Mega Drive tech demo released a few years ago does 3d cubes at 50 fps though.
      Two background layers are used which contain a pyramid like you're describing.
      Then per scanline each background is scrolled horizontally and the vertical scroll is used as a lookup index to the length of line needed.
      So each background layer draws a face of the cube as a series of line segments.
      I did some quick estimates of this effect on the SNES using the principles from that demo and it occurred to me that using background mode 0 + the hardware windows could give you roughly 7 distinct lines per scanline, in two blocks.
      Needless to say this is an absurdly high hypothetical polygon throughput, though there's severe constraints on the geometry you can construct using this method.
      Even so, that a trick like this would seem to allow a SNES to appear to display a few hundred to a few thousand polygons with no extra hardware, running at 50 fps is kinda crazy to think about.

    • @fireaza
      @fireaza 4 ปีที่แล้ว +6

      When I was a kid, I marveled at the fancy-pants 3D polygon objects that the game used the SuperFX chip for. As an adult, I now marvel at how it uses to chip to do things like stretch specific parts of a 2D sprite in response to Yoshi's weight.

    • @suicideposter
      @suicideposter 4 ปีที่แล้ว +1

      I'd really like to know about the battle in the frog's stomach in particular, it always blows my mind how ever they achieved the effects there.

    • @MarioFanGamer659
      @MarioFanGamer659 4 ปีที่แล้ว +4

      @@suicideposter To keep it short, it's a mixture of the HDMA rendering which MissNorington mentioned with transparency (for the stomach itself) and the horizontal and vertical oscilation which we know from the Earthbound battles (for the background).

  • @Pr0jectFM
    @Pr0jectFM 4 ปีที่แล้ว +651

    How the hell do you edit these videos? It's outstanding.

    • @CathodeRayKobold
      @CathodeRayKobold 4 ปีที่แล้ว +34

      He actually made a video about that. Check his channel.

    • @TankorSmash
      @TankorSmash 4 ปีที่แล้ว +21

      @@CathodeRayKobold th-cam.com/video/yuVx4QI6fIM/w-d-xo.html this one I think

    • @lugui
      @lugui 4 ปีที่แล้ว +71

      TL;DR: After effects suports a programming language to generate the visuals, so you can import the recordings of the processor instructions that the game generates on the emulator and convert it to ghraphics

    • @Pr0jectFM
      @Pr0jectFM 4 ปีที่แล้ว +18

      @@lugui K. I watched the video. I completely forgot about it before. Now I get it and respect the amount of effort put into these videos!

  • @eduardorpg64
    @eduardorpg64 4 ปีที่แล้ว +65

    Limitations breed creativity indeed. My respects for the Nintendo programmers for creating this neat and curious visual effects!

  • @darkerbit
    @darkerbit 4 ปีที่แล้ว +87

    You missed a Giygas phase, with interlaced horizontal!

    • @Pandora_Green
      @Pandora_Green 4 ปีที่แล้ว +24

      And the phase after that, which has scrolling and vertical oscillation

  • @BBSplat
    @BBSplat 4 ปีที่แล้ว +230

    Would love to see an explanation of Chrono Trigger's time gates, as well as possibly the backgrounds during the Lavos fight!

    • @Smaxx
      @Smaxx 4 ปีที่แล้ว +19

      Time gates are most likely using the same effect. Upper/lower part can be mirrored and distorted just like in this video. The wobbly circles are most likely just palette animations again.

    • @smzig
      @smzig 4 ปีที่แล้ว +7

      @@Smaxx Time gates use mode 7 as well.

    • @Smaxx
      @Smaxx 4 ปีที่แล้ว +7

      @@smzig Yes, exactly. Mode 7 allows scaling and rotating of a background layer, combined with the methods from this video, modifying the scale/rotation for each individual scanline you get the typical fake depth effect/3D transformation for a single plane.

    • @MaxwelThuThu
      @MaxwelThuThu 4 ปีที่แล้ว +8

      The time gates were made with Mode 7 mirrored up and down.
      Above the Mode 7 layer, the entire screen is filled with sprites doing a translucent glowing effect just with color animation.

    • @matesafranka6110
      @matesafranka6110 4 ปีที่แล้ว +6

      The time gates were actually explained on Boundary Break: th-cam.com/video/2Ja3TdujlDg/w-d-xo.html (relevant part starts at 2:23). It's basically a scrolling background layer that's clipped into a circular shape (probably using HDMA, if the knowledge I acquired from this channel serves me well :D)

  • @mechatek3370
    @mechatek3370 4 ปีที่แล้ว +113

    I was always curious on how they've done this!

  • @EthanCGamer
    @EthanCGamer 4 ปีที่แล้ว +112

    I always wondered how the backgrounds worked, it's surprisingly simple.

    • @leavewe
      @leavewe 4 ปีที่แล้ว +21

      it's
      actually surprisingly simple

    • @LukieLuke5
      @LukieLuke5 4 ปีที่แล้ว +32

      EthanCGamer HooRay

    • @YellowBunny
      @YellowBunny 4 ปีที่แล้ว +28

      🍄 Take this Yumyum-Mushroom

    • @BizerkPixel
      @BizerkPixel 4 ปีที่แล้ว +4

      I'm just impressed they came up with this shit. And they did this pre 1994!

  • @Smaxx
    @Smaxx 4 ปีที่แล้ว +138

    Also noteworthy how Game Boy games such as Link's Awakening or Pokemon used similar techniques with even more limited capabilities (such as only having 3+1 colors only).

    • @timmydirtyrat6015
      @timmydirtyrat6015 4 ปีที่แล้ว +1

      I've played both of those, when does anything like this happen in them?

    • @timmydirtyrat6015
      @timmydirtyrat6015 4 ปีที่แล้ว +2

      When does anything like this happen in those games?

    • @Smaxx
      @Smaxx 4 ปีที่แล้ว +20

      @@timmydirtyrat6015 Various transitions, in Link's Awakening most notably when using the Dream Shrine or the Ocarina.

    • @timmydirtyrat6015
      @timmydirtyrat6015 4 ปีที่แล้ว

      @@SmaxxOh, my bad, I'm still playing through Link's Awakening and I haven't gotten to those yet.

    • @Smaxx
      @Smaxx 4 ปีที่แล้ว

      @@timmydirtyrat6015 No worries, just wait and you'll see. :)

  • @TristanBomber
    @TristanBomber 4 ปีที่แล้ว +116

    Never played the game myself, but I seem to recall some of the attacks in Super Mario RPG having some wacky visual effects. Perhaps that'd be worth a look at?

    • @redpup6931
      @redpup6931 3 ปีที่แล้ว +8

      They do, but they seem to have the same effects. The attack Mario's final smash in Smash Bros. is based on just uses some Horizontal Oscillation and a Palette Swap to make it look like everything is on fire.

  • @AmyraCarter
    @AmyraCarter 4 ปีที่แล้ว +91

    5:34 I remember fondly referring to this as the 'Lava Lamp'. :)
    Earthbound is still a heavily underrated game...

    • @wonderguardstalker
      @wonderguardstalker 4 ปีที่แล้ว +15

      >heavily underrated
      It absolutely is not

    • @AmyraCarter
      @AmyraCarter 4 ปีที่แล้ว +15

      @@wonderguardstalker Earthbound still does not get nearly enough love for everything it is and is not, is still sharply and unfairly criticized.
      Maybe one day...

    • @1Thunderfire
      @1Thunderfire 4 ปีที่แล้ว +22

      @@AmyraCarter Criticised for what out of curiosity? All I've seen is positive reception for the game. It just had poor marketing at the time.

    • @DaVince21
      @DaVince21 4 ปีที่แล้ว +7

      For a game that was obscure for its time, I would say it's most definitely not underrated. 😊

    • @noodleexpanding3407
      @noodleexpanding3407 4 ปีที่แล้ว +9

      @@wonderguardstalker The franchise is underrated though. There is still no Mother 3/Earthbound 2 release in North America so far I believe. When that time comes I will be first in line.

  • @haniyasu8236
    @haniyasu8236 4 ปีที่แล้ว +47

    Now I want to know how they actually _computed_ the sine waves..... I imagine it was probably just a LUT but that stuff's expensive to be doing every single scan-line....

    • @magnum3.14
      @magnum3.14 4 ปีที่แล้ว +4

      HDMA transfers/copies values from one memory region (likely the work ram) to another location (likely video ram). I guess the values for the waves are already in memory, maybe combined (interleaved) with other values that are copied to the video ram.

    • @KuraIthys
      @KuraIthys 4 ปีที่แล้ว +9

      Almost certainly pre-computer LUT's in ROM.
      There's little to no reason to calculate such a thing dynamically in most situations.
      And because HDMA copies a list of values per scanline... All you need is an appropriate list for the effect in question stored in ROM.
      Since most effects are static or vary very little over time, that's all you need.
      Same thing applies to mode 7 perspective effects. since mode 7 doesn't actually do perspective, you'd have to calculate the perspective transform parameters for each scanline.
      Except, since this never changes the whole time you're using the effect unless you alter the nature of the effect, you can just use a pre-computed table for the effect.

    • @Qhartb
      @Qhartb 4 ปีที่แล้ว +3

      If you're just polling equally-spaced points of the sine function, you could pretty inexpensively simulate an oscillator from its differential equation much more cheaply than independently evaluating points of the sine function. Pretty sure Castlevania's Medusa heads did that every frame, but it's probably cheap enough to do every scanline.

    • @MarioFanGamer659
      @MarioFanGamer659 4 ปีที่แล้ว +1

      In addition, the SNES supports fast multiplication which it internally uses to calculate the mode 7 transformation but can be used for your own calculation on any other background mode.

    • @GameDevYal
      @GameDevYal 4 ปีที่แล้ว +2

      You only need to store a quarter of the sine LUT since it's got a lot of nice symmetry, so they probably went for that approach (speed over space)... I've seen that the first three Sonic games did the same to handle all the loops/slope geometry efficiently so it probably was a common technique in those days.

  • @Imirui
    @Imirui 2 ปีที่แล้ว +9

    navbox:
    0:20 Titlecard
    0:30 types of effects
    0:50 Palette Cycling
    1:43 Background Scrolling
    2:25 Horizontal Oscillation
    3:36 Interleaved Oscillation
    4:32 Vertical Oscillation
    5:53 Transparency
    7:04 Giygas

  • @ProximitySound
    @ProximitySound 4 ปีที่แล้ว +34

    I think this pace of a video is perfect. Too much information can be hard to absorb in one shot. Thanks for making this!

  • @reginangel_official
    @reginangel_official 4 ปีที่แล้ว +11

    I always wondered how much it confused my eyes on a SNES and surprise my ears at the final boss on a SNES.

  • @BirdRaiserE
    @BirdRaiserE 4 ปีที่แล้ว +8

    0:40 Ah, I was wondering how I could possibly describe what I see when I close my eyes and squint real hard. Good to hear it has a name

  • @trulyinfamous
    @trulyinfamous 2 ปีที่แล้ว +2

    Earthbound's background are the kinds of things you would see in old tech demos. Crazy stuff.

  • @Used__Napkin
    @Used__Napkin 4 ปีที่แล้ว +4

    I always love learning new things about my favorite games

  • @wroij
    @wroij 4 ปีที่แล้ว +1

    There’s so many video game related videos where the intro drags on for too long because the creator talks about ‘I played this game so much when I was a kid so it has a special place in my heart blah blah blah’, so it’s nice to watch a video that cuts the crap and gets straight to the point. Not forgetting to mention that this is a great video, I love how you talk in a way that’s so easy to understand for people like me who aren’t experienced in this particular subject :)

  • @adriangarciahernandez889
    @adriangarciahernandez889 4 ปีที่แล้ว +11

    Dude, as a game developer in practice, please, never stop doing these, they are so helpfull and amazing to watch

  • @RT55J
    @RT55J 4 ปีที่แล้ว +38

    An overview of how "raster roads" work, like the ones in Rad Racer, Top Gear, or the Mad Hatter fight in Batman and Robin for the Genesis, would be excellent.

  • @bolson42
    @bolson42 4 ปีที่แล้ว +6

    Yes! Earthbound backgrounds. Those things tripped me out, I always wondered how they worked

  • @mllarson
    @mllarson 4 ปีที่แล้ว +14

    I've been waiting for a video like this! I've always wondered how these types of effects were done.

  • @Zero-X6773
    @Zero-X6773 4 ปีที่แล้ว +1

    I love these videos! You have a great way of showing how things work, and I love the detail that you go into for the explanations.
    Keep em’ coming!

  • @user-py5ch7yd9w
    @user-py5ch7yd9w 4 ปีที่แล้ว +25

    I want PSI Audiovisual Effects

    • @JNSStudios
      @JNSStudios 4 ปีที่แล้ว +5

      I think those are just animation frames, nothing fancy.

  • @GigaBoots
    @GigaBoots 4 ปีที่แล้ว +5

    Fantastic as usual. Supporting you is something I’m glad I can do.

  • @benjaminbrady2385
    @benjaminbrady2385 4 ปีที่แล้ว +1

    Oh man, this is an amazing video! I've been waiting for this ever since I read about you doing this at some point on your website!

  • @teofilled
    @teofilled 4 ปีที่แล้ว +1

    well explained, thanks! your videos are amazing, and those battle scenes always looked like some demoscene effect to me, so kudos for the reengineering and making it understandable, how they work!

  • @icedude_907
    @icedude_907 4 ปีที่แล้ว +1

    Man, I have always wondered how this was done. Thanks for making this!

  • @m1lkweed
    @m1lkweed 4 ปีที่แล้ว +16

    I learned yesterday that RGMEx is narrated and run by the legendary Dotsarecool. Keep up the amazing work, dude!

  • @kingofbingus468
    @kingofbingus468 7 หลายเดือนก่อน

    i am so glad someone talked about this!! i have always wondered about these

  • @Tigrou7777
    @Tigrou7777 4 ปีที่แล้ว

    As always, I am amazed by the amount of video editing that probably went into this.

  • @SuperShesh2
    @SuperShesh2 4 ปีที่แล้ว

    Your editing is amazing and your explanations go so well with them

  • @placebo_yue
    @placebo_yue 4 ปีที่แล้ว +2

    Amazing video. It's mindblowing what they achieved there with the SNES. And very inspiring to try and recreate. I use processing to make visuals and stuff and it's a quite tough challenge, but that's the fun of it. Your explanations made much clearer what i should try to do

  • @POSTELVIS
    @POSTELVIS 4 ปีที่แล้ว +1

    This is a wonderful video! I knew iwata and his team were talented but to have it explained expertly is even more cool!

  • @DollarTaco
    @DollarTaco 2 ปีที่แล้ว

    Fantastic! I always wondered if there was a breakdown out there about this specific effect in that game, and I assumed nobody cared enough to go into it. Thank you for making these videos!

  • @schreipfelerer1782
    @schreipfelerer1782 4 ปีที่แล้ว +3

    I love your Videos man!

  • @AB-ts6dn
    @AB-ts6dn 3 ปีที่แล้ว +1

    This is such a good in depth video thank you , earthbound was definitely ahead of its time visually graphically it didn’t age that well but I still love it.

  • @Lugiaskr
    @Lugiaskr 4 ปีที่แล้ว

    thanks for always providing such unique and fascinating content

  • @EdsonCruz
    @EdsonCruz 4 ปีที่แล้ว

    I freaking love this channel so much.

  • @empiredirt6530
    @empiredirt6530 2 ปีที่แล้ว

    gorgeous! I was curious how some of these effects were achieved and this video was exactly what I wanted to see.

  • @user-rs1990
    @user-rs1990 4 ปีที่แล้ว +5

    Thank you so much for this!
    Earthbound was certainly made to take advantage of SNES hardware!

  • @AllanPichardo
    @AllanPichardo 4 ปีที่แล้ว

    I was just thinking about this a few hours ago. Glad I found your video! Trying to implement something similar on the Genesis for an art project. Thanks for explaining it!

  • @eveappleby2211
    @eveappleby2211 4 ปีที่แล้ว

    Always absolutely love the videos, keep it up

  • @CreeperGreenMC
    @CreeperGreenMC 4 ปีที่แล้ว +2

    Thank you for another great video

  • @ThisuraDodangoda
    @ThisuraDodangoda 4 ปีที่แล้ว

    Damn impressive explanation on how the effects were achieved!

  • @jabelsjabels
    @jabelsjabels 4 ปีที่แล้ว

    oh I am so ready for this series, this is my favorite aspect of older games!

  • @edwardota1991
    @edwardota1991 ปีที่แล้ว

    I'm making an RPG with similiar backgrounds and this video helped me a lot. Thank you!

  • @nhoenderop
    @nhoenderop 4 ปีที่แล้ว

    Just terrific, thank you

  • @Miranda-Priestly
    @Miranda-Priestly หลายเดือนก่อน

    Favorite game near and dear to my heart, so it is beautiful when you can learn more about something so amazing.

  • @CanoTheVolcano
    @CanoTheVolcano 4 ปีที่แล้ว +3

    I've been wanting someone to explain these for a very long time! Aside from "It uses HDMA", I had no real clue how it worked

  • @JossCard42
    @JossCard42 4 ปีที่แล้ว

    Just jumping in before I start the video to say how excited I am for a video on the Battle backgrounds of Earthbound!

  • @PixelBrushArt
    @PixelBrushArt 4 ปีที่แล้ว

    As always, great work!

  • @DaVince21
    @DaVince21 4 ปีที่แล้ว +4

    This was simply great.
    I'd love to see a video on the effects used in Terranigma. Both the first overworld's warping effect and the several different text effects and movements.
    Another good one might be an explanation on how the music with lyrics is accomplished in Tales of Phantasia.

    • @JetWolfEX
      @JetWolfEX 4 ปีที่แล้ว +1

      I was going to suggest that too. Terranigma has effects seemingly unique to that game.

  • @ChaseIsDaAce
    @ChaseIsDaAce 4 ปีที่แล้ว

    Love ur channel!

  • @BattleAngelAlita1
    @BattleAngelAlita1 4 ปีที่แล้ว

    I didn’t know I needed this video but I needed this video

  • @VitaEx
    @VitaEx 4 ปีที่แล้ว +1

    This is awesome thank you for this

  • @DeadLikeYou
    @DeadLikeYou 4 ปีที่แล้ว

    These visualizations are amazing!

  • @doodlehobbo8697
    @doodlehobbo8697 ปีที่แล้ว

    I'm surprised that the backgrounds doesn't hurt my eyes and it's still pleasing to see.

  • @milesbrown2261
    @milesbrown2261 4 ปีที่แล้ว +3

    Man I LOVE earthbound’s battle graphics!

  • @Esandeech2
    @Esandeech2 3 ปีที่แล้ว

    Amazing video!

  • @themanwithaplan5425
    @themanwithaplan5425 2 ปีที่แล้ว +1

    I love the backgrounds of EarthBound! I don't feel like they get the respect they deserve!

  • @ramsoope8520
    @ramsoope8520 4 ปีที่แล้ว

    TH-cam just recommended this video to me on a whim and I gotta say, idk exactly everything thats going on here but I'm hooked

  • @Alzter0
    @Alzter0 4 ปีที่แล้ว +1

    Awesome, please make more!

  • @taben9jake
    @taben9jake 4 ปีที่แล้ว

    Thanks for the breakdown, love to see you in my sub menu:) also, it may be too new, but I always loved how black smoke effects looked on ps1 games. Tomba 2 and Threads of Fate/Dewprism come to mind.

  • @etherraichu
    @etherraichu 4 ปีที่แล้ว +3

    1:30 oh god, this background forces my eyes to do the thing that lets you see the image in Magic Eye pictures.

  • @forgado7396
    @forgado7396 4 ปีที่แล้ว

    Finally, I have the answer I've been waiting so long to hear.

  • @BenRitter
    @BenRitter 4 ปีที่แล้ว

    I always love these

  • @EveryDooDarnDiddlyDay
    @EveryDooDarnDiddlyDay 4 ปีที่แล้ว

    I don't care what anyone says, this is the 3rd best video about graphics on TH-cam.

  • @Jack-ni2qs
    @Jack-ni2qs 4 ปีที่แล้ว +8

    I never figured that I would learn the reason for the classic yet complex Mother 2 backgrounds. Thank you!

  • @MisterLiker
    @MisterLiker 4 ปีที่แล้ว

    Amazing work :D

  • @itstaifuni9361
    @itstaifuni9361 4 ปีที่แล้ว

    Why don’t you have more subs? You are great at this stuff!

  • @JillofTrades
    @JillofTrades 2 ปีที่แล้ว

    This is amazing how so little is used to make something so big!

  • @FinalManaTrigger
    @FinalManaTrigger 4 ปีที่แล้ว

    This is seriously the coolest thing I've seen in a long time. I probably sounded like Owen Wilson through the whole thing. :)

  • @jimvervoort621
    @jimvervoort621 4 ปีที่แล้ว +3

    oh wow so all the backgrounds are images, i could see most of the ones that were a single image but i thought some used animation but its just effects dome by the console.
    really cool video and would love to see a mother 3 version of this if there are any differences

  • @neverhelios
    @neverhelios 4 ปีที่แล้ว

    Thanks, it's very helpful to learn some graphical mechanics

  • @LadyBrightcynder
    @LadyBrightcynder 4 ปีที่แล้ว +1

    Now I wanna play Earthbound again and savour just how much love and effort went into the game.

  • @littleampton2
    @littleampton2 4 ปีที่แล้ว

    Cool, gosh, finally someone explains it really well

  • @-king-1230
    @-king-1230 4 ปีที่แล้ว

    It must've been a headache for the devs to figure this shit out. Mad respect for doing it

  • @gabrielv.4358
    @gabrielv.4358 ปีที่แล้ว

    Really cool!

  • @theodenking169
    @theodenking169 4 ปีที่แล้ว

    This is art!

  • @goatbone
    @goatbone 4 ปีที่แล้ว +14

    Love it and I haven't even started watching it yet.

    • @goatbone
      @goatbone 4 ปีที่แล้ว +1

      Finished now. Was always intrigued by these background animations. So glad to learn about them.

  • @jansenart0
    @jansenart0 4 ปีที่แล้ว +3

    Earthbound! Heck yes!

  • @MapleMilk
    @MapleMilk 4 ปีที่แล้ว

    Perfect video about one of my perfect games!

  • @57Rye
    @57Rye 4 ปีที่แล้ว

    You're a legend.

  • @MakotoIchinose
    @MakotoIchinose 4 ปีที่แล้ว

    It's really amazing how seemingly simple HDMA transform algorithms (which in result is a primitive oscillation trick - something you can do with actual trigonometry math in modern shader programming) and palette cycling can make up a trippy yet nice backgrounds.
    I think this is good reference for those who just started in learning shaders.

  • @TheLambLive
    @TheLambLive 4 ปีที่แล้ว

    Superb.

  • @iBenjamin1000
    @iBenjamin1000 4 ปีที่แล้ว

    Pretty cool! Since your title says audiovisuals, I'd also love to hear about how music and sounds were composed, in Earthbound or other games.

  • @FindUnfamiliar
    @FindUnfamiliar 4 ปีที่แล้ว +1

    God i love these videos! Can i request you look at the backgrounds of Mother 3? Or perhaps how the beat system works! Anyway keep it upo, i love learning new things about my old favorite games.

  • @blueribbs6490
    @blueribbs6490 4 ปีที่แล้ว

    this was very cool

  • @innabox7040
    @innabox7040 2 ปีที่แล้ว

    Glad I watched this video. I'm making a game and thought of some backgrounds and animations and stuff and thought I had to draw everything pixel by pixel lmao

  • @DonYagamoth
    @DonYagamoth 4 ปีที่แล้ว +3

    This is neat, I really, really appreciate your visual explanations. They make it so much greater to understand ^^
    My request would be for "Tales of Phantasia (Super Famicom)". It has a fully voiced song in there, and a rather extensive music player, which seems rather ridiculous for a SNES game

    • @haruki_nyan
      @haruki_nyan 2 ปีที่แล้ว +1

      I recently purchased a copy of Tales of Phantasia, and was so impressed by the voiced intro song that I dumped the ROM and a started manual disassembly so I could find out how it was done (I've only disassembled a few hundred bytes, so I haven't found out).
      Also, there were only three programmers? The game's intro credits mention "total programming," "audio programming," and "expression programming" (whatever that is), which is impressive considering that it's the biggest SNES game (6 MiB).

  • @Tazerboy_10
    @Tazerboy_10 3 ปีที่แล้ว

    Interesting video concept...

  • @Hyperboid
    @Hyperboid 4 ปีที่แล้ว

    YOU ARE BREATHTAKING