Super Play supports the following SNES style features:
More features are planned, including Mode 7 and windowing effects.
In addition, there are optional libraries to simplify many game related tasks, including:
- Resource loaders
- Sprite management
- Large tile map support
A BG is a 2d tile map that is often larger than the screen. The visible portion can be scrolled around the tile map.
Super Play supports 4 BGs and tile maps of almost any size. The tiles are batch rendered for optimal
performance. A single texture is also used to reduce 3d hardware state changes.
Objs can be set to appear in front of or behind backgrounds.
The OAM is the hardware 'table' used to store information about Objs displayed on the screen.
Super Play uses the OAM to batch render sprites for optimal performance. A single texture is also used to reduce 3d hardware state changes.
An obj is a single movable graphic object, sometimes called a sprite.
Super Play supports 128 Objs at seven resolutions from 16x16 to 64x64.
Super Play supports joystick and keyboard input. A growing set of joysticks are recognized to allow a button
perfect match with a normal SNES controller.
For the controllers not natively supported, an external configuration utility
is provided to allow custom button configuration.
SNES and Wii controller adapters will allow for playing the games with a SNES style controller.
Touch screen devices will also support on-screen controls.
HDMA allows the color of the background to be changed on each horizontal line of the display.
A future version of Super Play will also allow the horizontal scroll position to be changed on each line.
Each BG pixelation level can be controlled using a mosaic setting.
This is commonly used for screen transitions.
Rendering the mosaic effect is more expensive than standard tile map rendering, but Super Play is able to render the effect with no drop in frame rate.
Mod playback is provided by Hekkus Sound System
and support within Super Play. The library supports almost all major platforms.
It is free for use in commercial and non-commercial products, but a donation to the author is always appreciated.
Audio playback is also provided by Hekkus Sound System
and support within Super Play.
Hekkus Sound System supports OGG Vorbis and Wave audio files.
SRAM is used to save game progress and allow reloading the data when the game is resumed.
Super Play provides a platform independent and corruption resistant method of storing save game data.