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Geek Culture / Just Curious... That Screen Smash thing on PS1 games...

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MrValentine
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Posted: 23rd Aug 2011 03:19
I have spent most of the past 12 hours playing nostalgia day and went through some old RPG games from PS1... and I am right now playing Xenogears... and just saw the screen smashup so many times I wanted to figure out how to do it... any helpers or ideas or people know what I am talking about?

Please post what you know thanks.

How is everyone today anyway?

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Posted: 23rd Aug 2011 04:05
What they're doing here is projecting the framebuffer (which holds the finished frame) onto a flat triangle mesh. After that they just applied an animation to that mesh (or used physics on it, although I doubt the PS1 GPU would support that).

MrValentine
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Posted: 23rd Aug 2011 04:10
Is that not like Camera Frame 0 or something? in DBPro? {sorry I havent been reading through my DBPro again I am waiting for the right moment to begin my BLOG walkthrough relearning DBPro step by step!}

But flat triangle? you mean like a mesh terrain type surface?

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Posted: 23rd Aug 2011 05:37
By the flat triangle mesh I basically mean a square consisting of a few triangles (thus the shards).

From a theoretical perspective you'd basically start rendering the 3D scene normally, then when it's time for the effect you'd save the current frame, clear the screen, load the mesh and size it up to the view frustum (to fill the screen), project the saved frame onto the mesh, then trigger your "shatter" animation.

In terms of implementing this in DBPro, well... I haven't touched it in a long while so I wouldn't be able to tell you what commands to use. You should be able to make the mesh animation in something like Blender, then program the rest in DB. Unfortunately DBPro's a rather high level language (to admit entry level programming), so it might be a bit difficult to implement some of this. I suppose that's why I try to use more low level APIs such as OpenGL or DirectX for graphics programming.

MrValentine
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Posted: 23rd Aug 2011 05:51 Edited at: 23rd Aug 2011 06:20
Thanks buddy... I do aim to jump onto the DGDK C# .NET c++ etc band wagon in the near future... with DBPro at my core for a couple of years to come until I am highly confident in making the jump... until then I shall continue to support TGC {buying their products or whatever else}

However I see Blender mentioned all over here {points at forums} and curious how people make use of it... is it a DX renderer using directX models or something??? I have looked briefly at it with little overview but wish to learn more about it and whether it can be used in my productions in future... or even now maybe...

I might have a look later tonight just to review it... but a list of how DBPro users can implement it... might be helpful...

Thanks as always....

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Posted: 23rd Aug 2011 06:14 Edited at: 23rd Aug 2011 06:16
No problem. And the cool thing about Blender is that it can actually make the model data for use in other programs/APIs. It's pretty much in the same boat as 3D Studio Max et. al. if you've used any of those before.

I'm sure the guys at the DBPro board can help you with putting this type of thing together with DB's syntax. If you make a post there make sure to find some gameplay footage to demonstrate the type of effect you want to achieve. It's really about manipulating vertices and the framebuffer, as well as texturing, so I'd think DB would be able to pull it off. If not there might be plugins to extend these key areas.

MrValentine
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Posted: 23rd Aug 2011 06:19
much appreciated

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