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Partial invisibility

183 bytes added, 15:16, 23 September 2022
Other games and ports: Partial invis is real invis in SNES
The [[Sega Saturn]] version retains the powerup and effect from the PlayStation version, but re-implements it using a {{wp|stipple}} pattern due to the system's lack of hardware blending support. When displayed on a typical 1997-era {{wp|Cathode-ray tube|CRT}} television set with an analog input signal, this effect was largely indistinguishable from actual translucency.
The [[Super NES]] version of Doom retains the powerup for players, but like the PlayStation version applies translucency using the Super Nintendo PPU's hardware layer blending capability. At the same time however, it does not retain spectres as enemies, since they cannot be drawn on a separate layer in the same way as a player's weapon, and the {{wp|Super FX}} blitter's capabilities do not include the ability to blend individual elements of the screen against an existing background within the same layer. The Super Nintendo version makes the power-up more powerful: unawakened enemies will not see the player at all unless approached at melee range or if they take damage from an attack.
[[Doom 64]]'s partial invisibility item has the appearance of a dark red sphere with a central core emitting multiple electric arcs. Like the PlayStation version, the marine will appear slightly translucent.