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Messages - 20EnderDude20

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16
But now we have more efficient compilers, letting all of these great ideas become more possible, and worth the while, to break the rumor that the SS can't do transparency. ;) Now that we know that transparent shading is possible, let's sit back and wait a couple of weeks for sonic z-treme to be released, to get the movement of hombrews for the saturn. Oh, what a time to be alive!

17
What if we just ask an sh-2 to make a distorted version of the shadow to be displayed as a sprite with affine transformation?

18
Another thing to do would be to make the shadow out of rows of squares, like the fm towns marty’s “3d” sphere, and let the further sprites be smaller to make a rough resemablance of perspective distortion.

19
I know, I’ve seen perspective corrected sprites have a kind of moire pattern, but maybe that is a desirable result for some things, like for dust.

20
But a shadow’s just one color, so it shouldn’t matter that much

21
Project announcement / Re: Sonic Z-Treme
« on: August 16, 2018, 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?

22
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?

23
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?

24
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?

25
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?

26
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?

27
Project announcement / Re: Sonic Z-Treme
« on: August 14, 2018, 03:59:47 pm »
Would this become a full game after sage?

28
Project announcement / Re: Sonic Z-Treme
« on: August 14, 2018, 03:46:07 pm »
Does that include the loop-de-loop physics?

29
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:

30
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: .

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