Sonic Battle (GBA) Renderer Series - The Escher Sandwich
Found a rendering bug in the original game
Posted on January 24, 2019
Sonic Battle (GBA) Renderer Series - Walls
Wall affine matrices
Posted on January 23, 2019
Sonic Battle (GBA) Renderer Series - Drop Shadows
Dropping the shadows
Posted on January 20, 2019
Sonic Battle (GBA) Renderer Series - Inverted Walls
Flipping the normals
Posted on November 25, 2018
Sonic Battle (GBA) Renderer Series - Camera and tilemaps
View matrix and tilemap affine matrices
Posted on November 14, 2018
Sonic Battle (GBA) Renderer Series - Appendix: Notes
Implementation details and notes on the GBA
Posted on November 07, 2018
Sonic Battle (GBA) Renderer Series - The big picture
High-level summary of the implementation and frame breakdown
Posted on November 03, 2018
Sonic Battle (GBA) Renderer Series - Capabilities and limitations
Inverted walls, 45-degree walls, drop shadows, depth sorting (and its edge cases), and more
Posted on October 06, 2018
Sonic Battle (GBA) Renderer Series - Palette shifting
Applications of palette shifting for moving patterns (such as water waves), shading, and content variation.
Posted on September 25, 2018
Sonic Battle (GBA) Renderer Series - Rendering on the GBA (overview)
Contains an overview of the GBA's rendering capabilities, serving as context for later analysis of the Sonic Battle renderer.
Posted on September 25, 2018
Sonic Battle (GBA) Renderer Series - Intro
What makes the Sonic Battle renderer so special?
Posted on September 24, 2018
Sonic Battle (GBA) Renderer Series
Hardware-accelerated 3D rendering on the GBA
Posted on September 24, 2018