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Messages - 20EnderDude20

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46
Also, even though transparency is not really an option for distorted sprites, what does it look like?

47
Yeah, it's actually pretty simple to pre-distort the texture. Also, I DON'T know C, so I ask people like you to find out (Well, maybe a little C from observation).

48
Then how did Jon Burton make the Saturn use a software renderer without much slowdown?

49
Is it costly in Saturn standards to use a software rendering engine?

50
(This message was moved from another thread)
Ever since XL2 told the people on this form about changing the end addresses, I thought of this uv mapping system that uses interrupts.
I've made this diagram that gives a loose idea of a concept of primitive uv mapping. I’m not certain if this is possible, but it's an idea: .

51
So, does this technique make uv mapping available on the Saturn?

52
Okay, so after some thinking of a system to make start and stop addresses, I've made this diagram that gives a loose idea of a concept of primitive uv mapping. I honestly don't know if this is possible, but it's an idea. This is if you can change the start and stop addresses using interrupts, (preferably, v-interrupts): . The upside would be that the hardware won't have to draw transparent pixels.

53
So, my original question was to find a way to correctly distort the texture on Blender to get the corrected texture, because Blender uses affine distortion for uv mapping. It looks like this: https://youtu.be/8TleepxIORU?t=33s .

54
Project announcement / Re: Sonic Z-Treme
« on: August 06, 2018, 12:26:43 am »
Here is a fire texture that's more suitable for scrolling: https://drive.google.com/file/d/1YvTsylvIAh6TVqJ7qskU9QG4YX2chWXf/view?usp=sharing

If done correctly, it should look something like this (the pot and flame were made in Flash 8):

55
Project announcement / Re: Sonic Z-Treme
« on: August 05, 2018, 08:47:00 pm »
So, why do polygons that are right next to the camera have a distortion where it doesn't stay on the same plane? I'm guessing it's because the 4 points cannot go beyond coordinates in this overscan the Saturn has around the screen.

56
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: August 04, 2018, 05:43:44 pm »
Run it on the physical console. It might give you less headaches with audio.

57
Maybe you can use a black-and-white bitmap to tell your converter where the end codes are. I think we are making something that can possibly give a primitive version of uv mapping on the saturn. ;D

58
General Jo Engine Help / Re: Making a 'corrected texture' on a triangle.
« on: August 03, 2018, 06:26:40 pm »
Here is a comparison:
The one on the left uses the unmodified texture, or this one:

The one on the right is 'corrected', or this one:.

59
General Jo Engine Help / Re: Making a 'corrected texture' on a triangle.
« on: August 03, 2018, 04:30:36 pm »
So, the thing that I noticed with 'correcting' a texture for an isosceles right triangle is that you form an isosceles triangle from the pixels that are outside the canvas. as an example, the vertex lines up with the top vertex of the triangle. Here are two triangles. The blue one being the face you're putting it on, and the dashed one being the amount of distortion on the texture.

you can see it's just a mirrored version of the face. This process worked when I tried it on the Saturn, and it's very easy with right triangles, but I never did it on a triangle without a right angle, so that's new territory for me.  ;D I hope this helps.

60
General Jo Engine Help / Making a 'corrected texture' for a triangle.
« on: August 03, 2018, 03:24:30 am »
I've been looking at Sonic Z-Treme, and I've seen many triangular faces that are displaying the entire texture. Ever since, I've been thinking about making a texture become 'corrected', so to speak. I started out with messing around with the distort tool in Flash 8. But later, I thought that I could do this using UV mapping in Blender. however, I've hit a snag. I think UV distortion uses affine transformation, and if I use coordinates that aren't mathematically similar to the face, it won't give the intended result. Is there a solution to this?

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