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Messages - itsstillthinking1999

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76
Project announcement / Re: Sonic Z-Treme
« on: September 20, 2017, 06:37:31 pm »
Thanks for responding :) that makes alot of sense, i also did not realize how much of a difference those 30 frames meant to this game. I was just thinking about how Sonic Adventure, Shenmue, Nights, Panzer Dragoon Series and other games at the time ran at solid 30 and where still fun. Was suggesting that so you wouldn't have to work as hard 8)

77
Project announcement / Re: Sonic Z-Treme
« on: September 20, 2017, 03:11:19 am »
I am curious on something, why would there be a big hardware performance difference between the Saturn and a emulator? As someone who programmed for the Saturn i know the emulator has some minor difference when making something with screen tearing ect but why for fps? Also its okay if does not run at 60, few games at the time did and a stable 30 is just as good ;D Keep up the good work!

78
Project announcement / Re: Sonic Z-Treme
« on: September 15, 2017, 07:33:02 pm »
Yeah! cant wait to download it and try it out! ;D

79
Project announcement / Re: Sonic Z-Treme
« on: September 15, 2017, 07:10:40 am »
Hey man was just wanting to say keep up the great work with Z-treme as its a dream come true for a die hard Saturn fan. Just as a heads up just got 80 new cd=r so if you need anything tested on real hardware im  up 8)

80
Project announcement / Re: Sonic Z-Treme
« on: September 15, 2017, 02:45:05 am »
Amazing!  ;D cant wait to try it!

81
Project announcement / Re: Sonic Z-Treme
« on: September 04, 2017, 06:34:53 am »
Oh okay 8)

82
Project announcement / Re: Sonic Z-Treme
« on: September 04, 2017, 04:08:22 am »
Thanks for your comments!

For the LWRAM, it seems you are right according to Yabause! No wonder I always had to fight so hard to cram everything inside the Saturn. I thought files loaded from the disk (such as sounds and images) went straight to the LWRAM, as suggested in the Rockin'B guide.
I looked at the documentation for Jo Engine, and I can't find how to even use it or if there is currently a way (I guess there is, I just haven't found it).
How do I even allocate the LWRAM in Jo Engine?
Audio files would be a good start using it I guess (unless someone suggests otherwise).
Can I allocate more memory to the 3D Meshes, or does it have to go to the High-work RAM?
I'm trying to cram a level from Project AXSX shared by Andrew75, but right now I can't even put half of it as I run out of RAM quickly.
I might have to simplify the map, or find another way to allocate more memory to it.

Btw, Johannes, are you still planning to update the Jo Map Editor tool for the .OBJ conversion? (or release the source)
Right now it's pretty buggy, so I started to learn how to build my own, but I don't want to spend too much time on it as it might not even work with your new 3D implementation. Any words on that as well? Thanks!

Someone that  would know probably is Jolly roger, il pm him and ask if he knows

83
Share your code / Re: 3D Map tool + FPS demo
« on: August 27, 2017, 12:51:56 am »
Very nice! what video are you talking about?

84
About you / Hello!
« on: August 21, 2017, 06:21:49 pm »
Greetings all! Some projects im involved with are the Sega Saturn Netlink Voip project (Where you can use a high speed internet connection with the Netlink) Im also involved with the Sonic Adventure 1 & 2 Dreamcast Website as a tester
Known of the site for a while as iv programmed the Saturn before but with Xl2's New project iv decided to join so its easier to keep up to date

Some footage of my projects
https://www.youtube.com/watch?v=q2qlxK1bI4Y&t=718s
Rally/Daytona

https://www.youtube.com/watch?v=66xKiknr_tY&t=1006s
Virtual On/Bomberman

https://www.youtube.com/watch?v=K1Tuz72zaqE
An example of an sa1 Online feature brought back

Hope you all like it :P

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