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Messages - XL2

Pages: [1] 2 3 ... 24
1
Project announcement / Re: Sonic Z-Treme
« on: November 14, 2018, 02:54:00 pm »
Well, I'm not working on Sonic Z-Treme anymore, while I put very little time on the fps project. It should take a few months before I have something to show on Saturn.

2
Weird, I never noticed that, but I remember reading that a scale of 1 will create a sprite 1 pixel larger. Try, for the scale, 65535 (or toFIXED(0.99999)) instead of 65536 (toFIXED(1.0)).

3
Project announcement / Re: Sonic Z-Treme
« on: October 20, 2018, 02:29:35 am »
So I got the BSP tree, portal generation and PVS all working.
Using a BSP is really a game changer, it's 10000% better than any previous solutions I used.
The only cost is extra geometry after splitting and a requirement that the levels need to be "closed off".

I would be possibly to use an octree for rendering and a BSP for collision/line of sight/raytracing, but so far I really like the BSP tree and it's perfect for corridor shooters.

Here are screenshots (in OpenGL, but I try to micmic the way the Saturn renders everything, with no texture coordinates and per vertex lighting).

Thanks to the BSP tree, adding lighting took only 1 hour or so.
It's just that great.
Since I am now using a PVS, I won't need the smooth fade-in/out anymore as I won't have a draw distance limit, so I can use RGB 4 bpp and gouraud shading on everything with no issues...so colored lighting works perfectly.


4
Project announcement / Re: Sonic Z-Treme
« on: September 30, 2018, 03:29:08 pm »
I already create quads, but sometimes it's impossible (like the area next to the flowers).
My solution will be to flag these objects as entities instead to avoid subdividing the map.
It should lead to very few subdivisions.
I also have a scoring system where subdivisions are to be avoided when selecting splitting planes.
About open maps, it's a huge concern and the portals might not even work.
I don't care that much since I want to focus on my fps game instead, so maps such as Quake maps should work fine.
But it's still a long way to go before I can test it on real hardware.

5
Project announcement / Re: Sonic Z-Treme
« on: September 28, 2018, 03:42:17 pm »
Here is a shot of Jade Gully in OpenGL (PC, for testing) after the BSP subdivision.
I just simulate the Saturn behaviour in OpenGL for faster testing.
I'm using a solid leaf bsp tree from the MrGamemaker famous bsp tutorial.

You can see, just like Saturn Quake and Saturn Duke Nukem 3D, how it creates some issues with textures because of the lack of texture coordinates.
The way around this is to declare some quads as entities instead of parts of the map to avoid diagonal subdivisions.
Some maps just don't work with it, such as Super Mario 64's peach castle.

I still have no portals and pvs, so I don't know if the maps that currently work will still work after, but it should help reducing the overdraw and speed up collision detection a lot, maybe allowing proper collision detection against the map for ennemies too.

6
Project announcement / Re: Sonic Z-Treme
« on: September 11, 2018, 02:14:32 am »
Quake maps do work with OKish draw distance, but have a very high poly count and vertices count. Still, 30 fps with Sonic and some 920 drawn polygons on screen isn't too bad considering all the overdraw.
I made some little progress on the bsp tree, but there are many problems to solve as nothing found online mentions quads or small polygons, so it might take a while to make it all work.

7
Project announcement / Re: Sonic Z-Treme
« on: September 06, 2018, 12:05:07 am »
Yeah, the Pal version was a quick workaround, so if you play at 60 hrz the framerate counter will report wrong values, so it always play slow.
As for the slowdown, at 50 fps it's expected, but at 25 fps, it shouldn't happen as far as I know.
Maybe a 1 frame dip?
I would need to see it, but if a polygon is covering the whole screen it's possible.

8
Project announcement / Re: Sonic Z-Treme
« on: August 31, 2018, 05:58:27 pm »
Well, I already have the Sonic icon from prototype 718, I just didn't want to add another sprite onscreen as I feared it might slow things down a little.
As for Sage, the reaction has been mixed, if not negative overall, so for now I decided to just focus on the FPS game.

9
I didn't use that in the Sage demo.

10
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 07:37:56 pm »
Yeah, it seems to work.
Metal Sonic is also transparent with the background layer, so it impacts its color as well.

11
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 06:55:45 pm »
The red gouraud works in Yabause, but the green bug doesn't work.
Metal Sonic is supposed to be yellow/gold when he's invincible or picks up rings.
If he's green, it doesn't work well.

12
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 02:36:22 am »
If it got stuck at the Sega logo but you have a pseudo Saturn, it's a pseudo Saturn issue, so move your cart a bit and try again.

13
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 02:29:48 am »
Sometimes the burn just fails.
Have you burned Saturn disks before?
Are you using Pseudo Saturn?

14
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 02:23:52 am »
Try at 8x.
Also sometimes cdr fails.
Did you try to boot more than once?

15
Project announcement / Re: Sonic Z-Treme
« on: August 26, 2018, 02:18:47 am »
I got zero feedback so far.
My copy works, I have no idea for others.
Where did it crash?

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