How did Super Mario Bros. 3 create this tunnel vision effect?

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP












37















In a certain section of World 8's map, the screen is black except for a small circle surrounding Mario (as seen below during this speedrun).





After doing a little research, I discovered that the game's cartridge contains a special mapper chip. This mapper, labeled MMC3, allows the generation of raster interrupts which are normally unavailable on the NES. In other words, the CPU can be interrupted, at most, once per scanline. Code may then be placed inside this interrupt to adjust certain PPU registers on a per-scanline basis, allowing for visual effects such as (presumably) the tunnel vision effect seen above.



What I don't understand, however, is how this specific effect was achieved (i.e., exactly what PPU registers the raster interrupts modified, if raster interrupts were even used at all).










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  • 1





    I can't comment, but here's a link to the "source code" to Super Mario Bros. 3, with comments. github.com/captainsouthbird/smb3

    – C. Uwakweh
    Dec 31 '18 at 7:23















37















In a certain section of World 8's map, the screen is black except for a small circle surrounding Mario (as seen below during this speedrun).





After doing a little research, I discovered that the game's cartridge contains a special mapper chip. This mapper, labeled MMC3, allows the generation of raster interrupts which are normally unavailable on the NES. In other words, the CPU can be interrupted, at most, once per scanline. Code may then be placed inside this interrupt to adjust certain PPU registers on a per-scanline basis, allowing for visual effects such as (presumably) the tunnel vision effect seen above.



What I don't understand, however, is how this specific effect was achieved (i.e., exactly what PPU registers the raster interrupts modified, if raster interrupts were even used at all).










share|improve this question

















  • 1





    I can't comment, but here's a link to the "source code" to Super Mario Bros. 3, with comments. github.com/captainsouthbird/smb3

    – C. Uwakweh
    Dec 31 '18 at 7:23













37












37








37


5






In a certain section of World 8's map, the screen is black except for a small circle surrounding Mario (as seen below during this speedrun).





After doing a little research, I discovered that the game's cartridge contains a special mapper chip. This mapper, labeled MMC3, allows the generation of raster interrupts which are normally unavailable on the NES. In other words, the CPU can be interrupted, at most, once per scanline. Code may then be placed inside this interrupt to adjust certain PPU registers on a per-scanline basis, allowing for visual effects such as (presumably) the tunnel vision effect seen above.



What I don't understand, however, is how this specific effect was achieved (i.e., exactly what PPU registers the raster interrupts modified, if raster interrupts were even used at all).










share|improve this question














In a certain section of World 8's map, the screen is black except for a small circle surrounding Mario (as seen below during this speedrun).





After doing a little research, I discovered that the game's cartridge contains a special mapper chip. This mapper, labeled MMC3, allows the generation of raster interrupts which are normally unavailable on the NES. In other words, the CPU can be interrupted, at most, once per scanline. Code may then be placed inside this interrupt to adjust certain PPU registers on a per-scanline basis, allowing for visual effects such as (presumably) the tunnel vision effect seen above.



What I don't understand, however, is how this specific effect was achieved (i.e., exactly what PPU registers the raster interrupts modified, if raster interrupts were even used at all).







nintendo nes






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asked Dec 29 '18 at 21:14









cschultz2048cschultz2048

30325




30325







  • 1





    I can't comment, but here's a link to the "source code" to Super Mario Bros. 3, with comments. github.com/captainsouthbird/smb3

    – C. Uwakweh
    Dec 31 '18 at 7:23












  • 1





    I can't comment, but here's a link to the "source code" to Super Mario Bros. 3, with comments. github.com/captainsouthbird/smb3

    – C. Uwakweh
    Dec 31 '18 at 7:23







1




1





I can't comment, but here's a link to the "source code" to Super Mario Bros. 3, with comments. github.com/captainsouthbird/smb3

– C. Uwakweh
Dec 31 '18 at 7:23





I can't comment, but here's a link to the "source code" to Super Mario Bros. 3, with comments. github.com/captainsouthbird/smb3

– C. Uwakweh
Dec 31 '18 at 7:23










1 Answer
1






active

oldest

votes


















58














No MMC3 tricks are used for this effect; just standard background and sprite manipulation. Tiles that are completely invisible are replaced with a blank tile, while black sprites forming a circle outline cover the partially-visible tiles.



We can make the effect more obvious by drawing background and sprites separately (and coloring the circle sprites white instead of black):



enter image description here






share|improve this answer


















  • 6





    +1 excellent GIF. I was beginning to suspect that this was the case, but I appreciate you confirming my suspicions.

    – cschultz2048
    Dec 29 '18 at 22:39






  • 1





    +1. Sometimes the answer is much simpler than people imagine. Thanks for reminding us of that.

    – cbmeeks
    Jan 2 at 20:15










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1 Answer
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active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









58














No MMC3 tricks are used for this effect; just standard background and sprite manipulation. Tiles that are completely invisible are replaced with a blank tile, while black sprites forming a circle outline cover the partially-visible tiles.



We can make the effect more obvious by drawing background and sprites separately (and coloring the circle sprites white instead of black):



enter image description here






share|improve this answer


















  • 6





    +1 excellent GIF. I was beginning to suspect that this was the case, but I appreciate you confirming my suspicions.

    – cschultz2048
    Dec 29 '18 at 22:39






  • 1





    +1. Sometimes the answer is much simpler than people imagine. Thanks for reminding us of that.

    – cbmeeks
    Jan 2 at 20:15















58














No MMC3 tricks are used for this effect; just standard background and sprite manipulation. Tiles that are completely invisible are replaced with a blank tile, while black sprites forming a circle outline cover the partially-visible tiles.



We can make the effect more obvious by drawing background and sprites separately (and coloring the circle sprites white instead of black):



enter image description here






share|improve this answer


















  • 6





    +1 excellent GIF. I was beginning to suspect that this was the case, but I appreciate you confirming my suspicions.

    – cschultz2048
    Dec 29 '18 at 22:39






  • 1





    +1. Sometimes the answer is much simpler than people imagine. Thanks for reminding us of that.

    – cbmeeks
    Jan 2 at 20:15













58












58








58







No MMC3 tricks are used for this effect; just standard background and sprite manipulation. Tiles that are completely invisible are replaced with a blank tile, while black sprites forming a circle outline cover the partially-visible tiles.



We can make the effect more obvious by drawing background and sprites separately (and coloring the circle sprites white instead of black):



enter image description here






share|improve this answer













No MMC3 tricks are used for this effect; just standard background and sprite manipulation. Tiles that are completely invisible are replaced with a blank tile, while black sprites forming a circle outline cover the partially-visible tiles.



We can make the effect more obvious by drawing background and sprites separately (and coloring the circle sprites white instead of black):



enter image description here







share|improve this answer












share|improve this answer



share|improve this answer










answered Dec 29 '18 at 22:08









NobodyNadaNobodyNada

3,1761428




3,1761428







  • 6





    +1 excellent GIF. I was beginning to suspect that this was the case, but I appreciate you confirming my suspicions.

    – cschultz2048
    Dec 29 '18 at 22:39






  • 1





    +1. Sometimes the answer is much simpler than people imagine. Thanks for reminding us of that.

    – cbmeeks
    Jan 2 at 20:15












  • 6





    +1 excellent GIF. I was beginning to suspect that this was the case, but I appreciate you confirming my suspicions.

    – cschultz2048
    Dec 29 '18 at 22:39






  • 1





    +1. Sometimes the answer is much simpler than people imagine. Thanks for reminding us of that.

    – cbmeeks
    Jan 2 at 20:15







6




6





+1 excellent GIF. I was beginning to suspect that this was the case, but I appreciate you confirming my suspicions.

– cschultz2048
Dec 29 '18 at 22:39





+1 excellent GIF. I was beginning to suspect that this was the case, but I appreciate you confirming my suspicions.

– cschultz2048
Dec 29 '18 at 22:39




1




1





+1. Sometimes the answer is much simpler than people imagine. Thanks for reminding us of that.

– cbmeeks
Jan 2 at 20:15





+1. Sometimes the answer is much simpler than people imagine. Thanks for reminding us of that.

– cbmeeks
Jan 2 at 20:15

















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