Mortal Kombat 4 makes rather heavy using of the blending in places, applying it to a large number of particle effects, projectiles etc.
Pictures convey this far better words, so in short we’ve gone from this
![EmuCR: News: David Haywood's Homepage - Additive Kombat EmuCR: News: David Haywood's Homepage - Additive Kombat](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPpDZDMsc54QjPWFRNMciV-W6ZU0ekIe0sDXc5XkgMLRfKZkh0BhGanivJeOc0E0JJNcFOyvUBt37dUV16pPYzeESAef-2v5Nx_mO5CBbd1KiBhs0o-8Fq352jW_5EewxJoVCzpg8_gNw/s320/1.png)
to this
![EmuCR: News: David Haywood's Homepage - Additive Kombat EmuCR: News: David Haywood's Homepage - Additive Kombat](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7Nx3cwn-mUBZr0hJEMW_7gUPdu1oSGnhu1gapYVKxtbEVju1PhFmi5H8tFleg7P30t2YAlks9wBE8gscVxsAQuGZKIGey3PiA5s2QPWbie6ODkXab6U31W__0iXiRt9puVdaRW9bkP9Y/s320/2.png)
He advises me to make clear that the code is still a little hacky (the bit that controls the blending hasn’t been fully isolated) so it might not alwas be 100% correct, but as you can see, his work has made a dramatic improvement to the visuals in a driver that had been left untouched for far too long.
Note, this doesn’t improve Crusin’ Exotica, that runs on Zeus 2 which is significantly different.
News Source: Here
this is great mame news :)
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