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Will have a field day with that information saying something like all Transparencies in Saturn games don't count because they're all 2D.Ĭoming from the one that makes out a game is good, but never played it, that's quite funny. But yours seems to make the most sense and fit the facts.ĮDIT: You forgot to spoiler tag your edit! Quick! Hide it from the Inter-Dimensional being! Another I heard was that they were being drawn by the Audio Processor and are jagged due to the extreme low resolution.
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I've heard some pretty crazy ones such as the game is running at twice the frame rate it appears to be running at but 1 frame draws the transparencies and the next frame draws the solids. That's probably the best explanation of the effect I've heard. If you slow footage of the game down, you can see the effect break when Crash breaks the surface of the water, which is why they had him quickly bob back up to the top and float away as though he was on top of the water.
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However, every other crash bandicoot game uses that method, which is why the water in those games is an instant death trap. Rather, Naughty Dog created a software Z-buffer to get around that problem. This is just one method employed by Sonic Team.ĮDIT: Excuse me, I got that mixed up a bit - Crash Bandicoot 3 does NOT use that method for creating it's water.
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I don't necessarily think thats how all 3D saturn games with transparency worked, however. The playstation, for example, used a very similar effect for the water in Crash Bandicoot 3. This method was used primarily on 3D hardware that lacked a hardware Z-buffer. This is why A) You never see two transparency objects with one in front of the other in burning rangers, and B) why the edges of objects in front of a transparency in the game have a very jagged look around the transparency effect, as though someone crudely cut out the object. The game applies a mask over objects in front of the transparent image so that the transparency doesn't cover those object as well. What burning rangers is doing is taking the entire screen in framebuffer as a 2D image, and applying a warped 2D transparency over the image in parts where it's supposed to be transparent. As in a 2D effect being applied to a 3D Object correct? Is that true for 3D transparency in other consoles as well? If it is you might want to make that clear, or TA will have a field day with that information saying something like all Transparencies in Saturn games don't count because they're all 2D
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