Talk:Mode 7

Article
This article is COMPLETELY useless. It says nothing about how mode7 works, nor links to a useful description 130.83.161.1 11:31, 25 August 2006 (UTC)
 * I should point you at sofixit :-) -- ReyBrujo 13:22, 25 August 2006 (UTC)
 * Well, if I knew about it, I would not have read the article in the first place... RedNifre 19:29, 26 August 2006 (UTC) (Yes, I'm that IP up there)
 * I know about how it works, but I don't have reliable resources for that (only programming knowledge). If, while researching other publications, you achieve your goal of understanding Mode 7 better, if possible come here and add the information you wish to share. I pointed the template as a way of indicating that, if the article is in the current shape, it is because the people who know about both Wikipedia and Mode 7 and care about sharing that knowledge could only improve it until this shape. Remember that people do this because they like to do this, so asking for information is usually better than stating This article is COMPLETELY useless. -- ReyBrujo 19:46, 26 August 2006 (UTC)


 * This page is the one I commonly seen referred to when talking about a software-based implementation of Mode 7. http://user.chem.tue.nl/jakvijn/tonc/mode7.htm


 * However, its usefulness on a development platform such as the PC is limited thanks to OpenGL, which makes implementation of Mode 7 relatively trivial. Eliwood914 07:19, 28 February 2007 (UTC)


 * Thank you so much, this is exactly what I was looking for! You made my day, thank you so much! RedNifre 00:38, 7 July 2007 (UTC)

As far as sources go, check out the game articles that use mode-7, maybe they have useful references and look the games up on Google, IGN, etc.  FMF | contact  01:12, 17 July 2007 (UTC)

Hardware
Arnero 21:56, 22 October 2006 (UTC)
 * what is the maximum size of the tiled background?
 * how is it possible to align memory access, as mostly 8 bit need to be accessed for this?


 * The size of the BGs in Mode 7 (SNES) is 1024 x 1024 pixels, ie. 128 x 128 tiles of 8 x 8 pixels each. See anomie's register doc for more info. 84.182.96.193 17:44, 3 February 2007 (UTC)


 * I should add that the area beyond the 128x128 tiles can be programmed to use tile 0 of the Mode 7 tileset, so you could have for example sea, sand or grass stretching into infinity. 84.182.112.89 12:55, 1 September 2007 (UTC)

WHOMP!! -- rcnaranja  00:27, 29 March 2009 (UTC)

too technical
Much of this article will be lost on the average reader. More space should be given to explaining how Mode 7 came about, how it was used, and what effect it had rather than details such as what matrix transformation I need to perform to replicate it. The article would especially benefit if the principle Make_technical_articles_understandable were used. -- Nczempin (talk) 21:56, 11 March 2011 (UTC)

I like it that way (as can be seen by my old question). What disturbs me are all the reference to doing software rendering with texture mapping (their usage) (a single reference only please) and even a reference to the amiga blitter which could not scale or whatsoever help with this effect (even for me unclear / or a way to technical and limited trick). And calling screen fuzz and incorrect curved surface rendering   advanced   over  perspective correct texture mapping  is bit weird. --Arnero (talk) 09:10, 7 August 2014 (UTC)

List of Games + TONC
Man, that list of "games that use Mode7" is waaaaaaay too long. That seems more suited to the bottom of the article. Also, this is a great resource:

http://www.coranac.com/tonc/text/mode7.htm — Preceding unsigned comment added by 24.99.179.242 (talk) 02:28, 3 May 2012 (UTC)

Sonic 2
Isn't Sonic 2 basically use Mode 7, considering the Special Stages? I mean, I'm not sure if that's technically Mode 7 or something different. --Rainbowroad6w (talk) 05:07, 18 July 2012 (UTC)
 * The flying levels on Stargate also appear to be Mode 7 as well, but it's not on the list either. Not that it matters. — Preceding unsigned comment added by 165.228.63.179 (talk) 02:04, 21 May 2013 (UTC)

Mode 7 is a hardware function of the Super Nintendo Entertainment System. Because Sonic 2 is a Sega Genesis game, it is pretty straightforward that any computational implementations would not utilize Mode 7, because Mode 7 is a Nintendo-only technology. 129.107.179.189 (talk) 19:28, 11 June 2013 (UTC)
 * A Nintendo-only technology copied by the Sega CD.-- Sexy Kick  21:03, 11 June 2013 (UTC)
 * Regardless, it wasn't called Mode 7. 76.255.124.177 (talk) 05:26, 9 July 2013 (UTC)
 * Exactly, while its clear that the Sega CD can do similar feats Mode 7 was a specific hardware function for the SNES (it was the last of several modes for handling backgrounds etc) so what the Sega CD did would not be Mode 7 even if their version ran the exact same way (unless it happened to also be the a seventh hardware mode of the Sega CD).--174.93.163.194 (talk) 04:09, 11 December 2013 (UTC)

Mode 7 with hills
Perhaps this is worth mention. As this video shows, some games had an effect of height on top of Mode 7, to make it look like you're driving over hills. Such as: --177.19.73.161 (talk) 03:30, 31 March 2020 (UTC)
 * Al Unser Jr.'s Road to the Top
 * Mountain Bike Rally (aka Cannondale Cup)
 * Speed Racer in My Most Dangerous Adventures
 * Super Off-Road: The Baja
 * Super Star Wars: The Empire Strikes Back


 * If it had secondary WP:RSes then yes it would be worth mentioning. As with anything else. — Smuckola(talk) 03:55, 31 March 2020 (UTC)

Note on Axelay
Hello,

I'll add a source to Axlay because everyone thinks Axelay uses mode7 for the roll-effect scrolling but this is a rastering effect and not mode7. Mode7 is only used for the end credits

Source : https://upsilandre.over-blog.com/2023/02/axelay-et-le-mode-7.html

sseb22 sseb22 (talk) 09:31, 3 March 2023 (UTC)


 * Axelay also uses Mode 7 for the stage 2 boss fight. 2001:44B8:3111:4004:875:9A69:4F9F:847D (talk) 23:20, 3 July 2023 (UTC)

Mode 7 as a general term
In my overall impression, this term is rarely used for SNES games themselves that uses this mode, and more for games that uses a mode 7-like look, using a perspective-like effect for a flat plane. This article seem to almost exclusively be concerned about Mode 7 as it's seen on the SNES.

I'm not sure if my experience is singular (and thus would constitute original research if added) so I haven't changed this article to reflect this. But if this is indeed how the term is used, perhaps the article should reflect it? Starting with a description of the graphical look, but featuring a section dedicated to how it originated from the SNES graphical mode. --FIQ (talk) 09:50, 9 January 2024 (UTC)