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30

The SNES hardware doesn’t implement perspective, it implements affine transforms of the background layer. Affine transforms aren’t sufficient for perspective. Perspective is implemented by changing the affine transform at every scanline, to change the scale. This is what allows parallel lines to be transformed so that they aren’t parallel on-screen, thus ...


32

Mode 7 is just an image warp — the programmer sets a 2d offset that is applied between each pixel and the next when proceeding in raster order. That allows 2d rotation and scaling to be applied; if you change the start position and scale per line then that’s how you get a flat perspective plane. Doom can’t make use of this for at least two reasons: it would ...


20

Among other reasons: floors and ceilings of different heights would be very difficult due to the way Mode 7 is used to imitate a projective transformed plane. The effect works by setting the rotation, scale and offset of the tilemap on each scanline and these remain constant for the entire horizontal line. This can be used to render a single perfectly flat ...


6

Direct from the SNES development manual: As for how it's possible: game consoles are almost always sold at a loss. Vendors make their money off the games (which is why they work so hard to assure that nobody but themselves can publish games for their console). Reference https://archive.org/details/SNESDevManual/book1/page/n153/mode/2up


11

The reason for this is that Pocket Monster is an unlicensed SNES game released in September 1998, and in being an unlicensed game, it does not need to uphold itself to Nintendo's licensing standards. It stole both graphics and audio freely from many games, including the title screen music from Disney's Bonkers. I would imagine that the same stolen music ...


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