Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - XL2

Pages: [1] 2 3 ... 23
1
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.

2
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.

3
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.

4
I didn't use that in the Sage demo.

5
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.

6
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.

7
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.

8
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?

9
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?

10
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?

11
Project announcement / Re: Sonic Z-Treme
« on: August 25, 2018, 12:16:09 pm »
At sage

12
Well, one solution that I'm currently experimenting with :
-Use the framebuffer from last frame.
-If for each pixel the bit 15 is 0, it's palette code. Just draw a line using cram palette with transparency ratio.
-If the msb is 1, use vdp1 half-transparency.
Since you set the z distance, it won't create much sorting issues and would keep artifacts low.

The main issue is reading from the framebuffer, it's just slow.
Like I mentionned, you can also use gouraud shading, so these fake polygons could still look nice.
I'm not sure it could be done with textures because the width must be a multiple of 8 (I hate this limitation)

13
Project announcement / Re: Sonic Z-Treme
« on: August 24, 2018, 01:20:11 am »
The main issue for the Saturn is the lack of texture coordinates.
I want to try to see if there is a way to split a texture in 4 in vram (using h flips, adresses swap and all) but I'm not even sure it's possible.

14
Anyway, if anyone is wondering, it's super easy to do (took me like 10 minutes), here is a Jo engine friendly version :


void drawLine(unsigned int no, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, FIXED drawPrty)
{
    SPRITE user_sprite;
    user_sprite.CTRL = 6;
    user_sprite.LINK =0x3000;
    user_sprite.PMOD = (1<<12) | (0<<11) | (1<<10) | (0<<9) | (1<<7)|(1<<6)| (CL32KRGB) | 3;
   
    user_sprite.COLR = (CD_Red);
    user_sprite.XA= x1;
    user_sprite.YA= y1;

    user_sprite.XB= x2;
    user_sprite.YB= y2;

    slSetSprite(&user_sprite, drawPrty);
}

It doesn't mean it's the fastest way (using the VDP2 is faster), but anyway...
The red shape is made of lines, I just went lazy but you could do any shapes you want and even add some shading (maybe just by playing with the color code or by using gouraud shading). The "background" is just sprites, it won't work on a VDP2 layer and will just replace the color in the framebuffer.
You could, I guess, just flicker it on and off or flicker the mesh effect, but then what's the point of the half-transparency?
The only real solution I see is to use line color tables with VDP2 layers, but that requires knowing what's on screen, which isn't easy at all.

15
Project announcement / Re: Sonic Z-Treme
« on: August 23, 2018, 09:38:10 pm »
I'm using SBL for the audio.
You mean only the left or right speaker is outputting cd audio?

No I mean both channels are being "squished" into the center as if the audio was mono. Also If you are using SBL I think the correct command is:
Code: [Select]
SND_SetCdDaPan(-15, 15);

Seems you were right about the Cdda pan!
It will be fixed in the Sage demo.
Thanks again

Pages: [1] 2 3 ... 23
SMF spam blocked by CleanTalk