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Messages - 20EnderDude20

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Project announcement / Re: Sonic Z-Treme
« on: Today at 12:54:51 am »
So, to prevent someone from finding out that you're using mix ratios for metal sonic, can you use NBG2 as a mirrored version of NBG1, and set the mix ratio to that?

Wait, if the ps1 used affine texture mapping for everything 3d, and if the shadow looks the same even with the warping, why didn't any developers program shadow polygons to turn off perspective correction (calculating q value, tessellation, etc.) on the Saturn?

Free talk / Re: Would a module player (.it, .xm, .mod etc.) be possible?
« on: August 14, 2018, 10:15:31 pm »
How do I emulate the sound board? I know it's possible because a person made interaction between GEMS in DOSbox and Gens before. Can we do the same with Yabause and Basilisk II?

General discussion about the Sega Saturn / Re: Sega Basic Library 6.0
« on: August 14, 2018, 09:06:53 pm »
I don’t understand how a barrel shifter takes up a lot of space on a die, but I guess it’s enough to even make the dsp for the n64 have no barrel shifter for the new instructions. Comparisons aside, is the RAM for the dsp slower than the RAM for the sh-2’s?

General discussion about the Sega Saturn / Re: Sega Basic Library 6.0
« on: August 14, 2018, 07:57:47 pm »
Why are dsp’s so hard to grasp, demonstrated especially by the infamous difficulty of programming the dsp’s on the Jaguar?

General discussion about the Sega Saturn / Re: Sega Basic Library 6.0
« on: August 14, 2018, 07:10:48 pm »
What’s stopping us from obtaining the source code from him?

Project announcement / Re: Sonic Z-Treme
« on: August 14, 2018, 03:59:47 pm »
Would this become a full game after sage?

Project announcement / Re: Sonic Z-Treme
« on: August 14, 2018, 03:46:07 pm »
Does that include the loop-de-loop physics?

Yes. The frame number of the texture depends on the view that you're looking at it from. Since it's 16 frames long, it should change about every 5 degrees within 90 degrees. When it's 0, it should be at the frame with the triangle, if it's 90, it's square. If you go above 90 degrees, you flip the texture, and the same applies there. I'm not a coder, but I can animate in Flash, so I might ask XL2 to implement a system like this, if he has time  ;). Here is a much more impressive-looking gif:

Okay, so there is a solution to the perspective distortion with rectangular shadows. What you do is that you make a 16-frame animation of a square moving two points together. You would then use the palette swap trick to compress it to one texture, and you would use affine transformations for the rest. Observe: .

Jo Engine Wish List / Skewing Sprites
« on: August 13, 2018, 04:33:40 am »
I'm making real transparent shadows by not using perspective distortion,and using affine transformation to avoid overdraw, and it works successfully so far! A great advantage would be the ability to skew the points to let it look even more believable.
Thanks!  :D

I've made a demonstration of circular transparent shading by not using perspective distortion, and instead, use affine transformation and it looks fine: Now, would the shadow be corrupted by having overdraw if I skewed it, in other words, kept the coordinates parallel with each other?

Project announcement / Re: Sonic Z-Treme
« on: August 12, 2018, 11:53:45 pm »
I imagine at least until the 18th XL2 will be polishing Z-treme as much as possible.
In his latest video's description, it said,"Here is a SAGE 2018 preview of the demo I will submit in 2 weeks." And the video was uploaded on July 31st.

     Here is another way to make a corrected texture.
You would make a replica of the triangle to a bitmap, and place the area of the triangle within the area of the texture you want on the triangle. You can also scale or rotate the triangle to any size as seen here:
     The third step is to mask the image. There are many ways to do this. One way is using flash by making the triangle the mask, and the image the masked layer. Another way is to go into GIMP and set the triangle as the mask layer: .
     The fourth step is to export the image as a png.
     The fifth step is to scale the masked image so that it fits in the canvas' dimensions:
     The sixth step is to scale the rows of pixels up on one axis so that they will fit onto the canvas:
... and the result will be a corrected texture! Now, there has got to be a faster way to do this. I don't want to waste my entire day scaling a 32x32 texture line by line. So, is there a way to make this a script?

Project announcement / Re: Sonic Z-Treme
« on: August 12, 2018, 06:22:00 pm »
Presumably, XL2 went to SAGE, and showcased Sonic Z-Treme, and it went successfully. But I would like to know what's up too.

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