As for the SF3 transparencies: dude lemme clarify one thing.
Shining Force 3 uses a a SPRITE against BACKGROUND transparency, an all possible combinations . What I defy you to find is a single scene where you can see a POLYGON behind another transparent polygon.
Detailed explanations:
You can't see Wendigo when he goes below the wavy water. They are both made of sprites, and a sprite can't show another sprite, in this transparency mode.
This pic shows quite clearly that you can see through it all.
Not quite. The spell "mandala" is done by the VDP2 and rendered as a window, so it's transparency is applied on top of everything. The Wendigo model is also transparent against the scenery background layers. If the camera were to move and show that scene from outside Wendigo's mouth, you would not see the charatcer inside it.
The glow transparency is behind all characters. Again, the ground plane is not made of polygons: it's a background layer with "mode7" distortion.
Support spells uses some kind of palette-changing textures. You can see the caracters through them to.
You can see the *backgrounds* through them. But in this case the animated textures have some full-transparent areas, that allows you to see the characters behind. But you won't see the transparency color affect the character color.
Things can be seen through the ice.
Same effect as before. "Things" stand for "VDP2 planes", not the acual characters.
On this one you can see the limitation on the triangles that are on front of the glow effect. They are making HOLES in the glow, because they can't composite against the other transparent models. On this transparency mode, it's as if each model absolutely ignored the existance of others.
(damn, I need to free some internal memory and play Scenario 3! that kicks ass!)
*ahem*, the pretty images are rendered as windows, so they are transparent to everything. But they are 2D.
When using the heal-spell you can see the caracters behind the rays of light.
Nay, you can't. This was the spell that gave me out the trick when I first played SF3. When a beam is right over the character you can only see the background and the ground plane (also a background), but not the character itself, nor the other beams.
Also, I know the background objects dissapear in mostly spells, but in some they don´t. For example, when the hydras breath fire, the effect is transcluent and all background objects stay.
You are right, the
2D background stays. As I stated, on this mode the polygons are composed against the backround *ONLY*. You can't see the charatcer, the monster, and any 3D object that hapens to be in the background. Scenario 1 had few 3D objects, but in Scenario 2 and 3 some battle scenes are almost full 3D (they could make a darn good looking fighter out from this - the SF3 battle engine looks FAR smother than Fighters Megamix's), so you often see the transparency effects make "holes" in the 3D objects.
Again, the ground plane is a distorted background, so it can also be seen through the transparency.
Not to say that you are wrong, but I always thought these used some kind of special programming, However, they look fantastic whatsoever.
Yes, the SF3 games sure do look awesome, but it's nothing as hackish as Burning Rangers. They doesn't even use the DSP for extra processing, as some later games (BR included) do.
And that is what I like most: Shining Force 3 simply uses standard Saturn features, that every developer could use, but dismiss and instead used the ugly mesh transparencies because they would need some clever design to get around the limitations.
Shining Force 3 was one of the few Saturn games (and maybe the first 3D one) that used the sprite-background transparency mode without worrying about the "but you can't see the models behind these!". They succeeded, since most people can't notice the limitations in the overlay, and see an effect they could only expect on a PSX.
Looking at all those fantastic pic makes me quite shure, FF7 would work on Saturn.
After you actually
play Scenario 2 and 3, you see that there's no reason it couldn't do a FF7 clone.
I hardly played Scenario 3 (needs to free space, and needs time), but I got the Premium Disc, that shows all 3D models from all scenarios. Some of those models are unbeliveable. The Scenario 3 character models have so much detail, like armor plates, little decorations hanging in the clothing. Many monsters were also tweakened, and have more faces, and more detailed textures.
When you see the "summons" in Scenario 2 and 3, then you lose all doubts
. The wind summon (can't remember the name), where a goddess wearing a long green dress and with wings instead of hands fades in, and blows the enemies away. Her face has loads of quads, it's so smooth.
Actually... some summons in Scenarios 2 do have a visual resemblance to FF7 summons... maybe Camelot did it on purpose to say "hey, see this? It's as good as FF7! No, wait! These models have
textures!".