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Messages - XL2

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Project announcement / Re: Sonic Z-Treme
« on: June 23, 2018, 03:04:20 pm »
Here is splitscreen in action (real hardware) :

The impact is mainly on SH2 as, as you said, we don't care about sound cpu usage since it doesn't do much.
The decompression is done in software.
Have you checked the SBL library to make sure it doesn't have the source code?
They also have the code for the sound cpus and drivers if I'm not mistaken.
AFAIK the compression ratio should be 1:4, which is quite nice.

Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 21, 2018, 07:53:08 pm »
No problem.
There is a learning curve to use it as it's not very user friendly, but it works quite well.
Try also to use the jo_malloc function to allocate the player data to high work ram (for faster performances).
Keep us updated, it's always great to see these tools and functions being used by others!

Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 21, 2018, 07:25:42 pm »
Did you keep the anorm.h file?
Try to comment out the part of the code that updates the normals to see what's wrong.
If it still does it, then maybe the issue is the scale.

Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 21, 2018, 05:42:01 pm »
It compresses animations (interpolation ) and vertices (12 to 6 bytes).
You should try to scale down your model to see if it works (I'm sure it will).
That's one issue since I only keep a 7.9 fixed point instead of 16.16.
In other words, if you want a different ratio, you will have to play with the source code.
You can't really avoid loss of precision, so it's all about choosing what you need.

General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: June 19, 2018, 08:15:17 pm »
It's using SBL in fact, which has the source code.
It works fine for me, but I haven't tried it on the latest Jo Engine version.
Check my old fps demo for cd audio examples.
I will try to share my own take on audio (using tones for sfx and SBL CDDA audio functions ) in a couple of weeks.

Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 19, 2018, 08:11:18 pm »
I'm still really surprised at how good interpolation looks like.
It feels very smooth and decompressing the data isn't as slow as I thought it would be.
I could probably speed it up at a later time by using assembly.
So I don't think I will be spending time on trying to figure out the DAE file format and I will stick to OBJ for now as vertex animation is quite simple yet it allows very complex motions.

Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 19, 2018, 03:11:51 pm »
Yes, I could probably clean up the interface to make it easier to understand.
The interpolation on the converter and in the animation player are different thing, I should just call it "skip frames" or something like that to make it easier to understand (I just changed my interpolation technique as I wrote the demo).

Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 19, 2018, 02:55:57 pm »
The interpolation factor is mainly for testing.
You can set it to 0 and manually set your interpolation for each animation.
This is what I do in Sonic Z-Treme.
Just do your animation on blender, once you are satisfied just keep the relevant keyframes and use an interpolation factor of 0.
The problem with entering each filename is that it makes the process way too long.

For the bug, you need to have a base model (say Ponut.obj) AND your keyframes (ponut_00001.obj, etc).
The base model must include the materials, but not the others.

I will revisit this tool at a later time to improve it, but you can also play with the source code to add custom features.

Ok, so you reload the model each frame?
Yeah, for animation you can just use the newer version.
It can be improved and in fact I already made improvements for Sonic Z-Treme.
I might revisit the tool and demo in the near future.

How big is your model?
Also, I'm not 100% sure what it does.
Is it streaming animation data?
If so, why does it disappear?
I think it would be more interesting to test it with backgrounds (or palettes), you could have animated backgrounds.
Is it running at 60 fps?
So you can fetch 512 bytes per frame at 60 fps, I guess streaming visibility data would work fine.
But, first things first : getting midi music to work!

Project announcement / Re: Sonic Z-Treme
« on: June 16, 2018, 05:47:57 pm »
Here is a new update on my new engine (WIP!) on real hardware.
I didn't implement back the physics/controls, so don't pay attention to that.
What's new : compressed per-vertex animation with interpolation (a bit like Crash Bandicoot and Quake 2), VDP2 transparency fade in, per-vertex realtime lightning (on Sonic only), audio using tones, splitscreen (not seen here), octree instead of an uniform grid for culling/collision, paletted/CLUT sprites, LOD model autogenerated for distant quads and probably many other things I forgot to mention.
Splitscreen works at a stable 30 fps from what I tested.

It's not optimized yet, so there is room for lot of improvement.

Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 15, 2018, 04:26:14 am »
Here is how it looks like in action :

You don't need to change the Jo main implementation, just use a callback and just fetch a small amount of data for each loop.

Share your code / Re: Model converter (.ZTP) -0.05 - WIP
« on: June 11, 2018, 04:39:31 am »
Ok, scratch that last one, I just did minimal clean up of the code.

Just remember : you need to have 1 base model, the other models will use that name +  "_000001" to whatever amount of frames you want.
The base model needs to write the material data, but not the animation.
Just make sure you keep the vertices order (I think it does it by default in Blender).

I'm also sharing the source code for the converter, it should be cleaner than last time...but I did make a mess while adding animation support!


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