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Messages - corvusd

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76
Project announcement / Re: Sonic Z-Treme
« on: February 04, 2018, 08:24:13 pm »
Your progress is really great! AWESOME !!

And also it's a coincidence with me! These days in my research I have added two columns to table data. Now I will update them.

1) If a game has "Tessellation" (you call it LOD) as you say Tomb Raider has it. But there are some more games. The complication is that the game has to have wireframe mode to discover it. Or that the wireframe is implemented in Yabause or other emus to see how many more games are used, surely many! Since it is a trick to gain drawing distance and perfect speed!

* The LOD is the reduction or increase of geometry in an object. Like the FIFA players or the Daytona cars. When it is in the "terrain" or "stage" in the engines they are called Tessellation.

2) I have also added a column of "Table fog" since it was an effect that in PSX also looked a lot. But also in SS!!

I was able to confirm that both effects were fully integrated into the PSX SDK. They are three functions. The "Table fog" is called "Depth Cueing" and the "Tesselation" includes two functions: 1) "Polygon Division" and 2) "Mip-map Function Library". All of them using the GTE.

On the other hand I have searched and not found in the SS SDK any function to do these things. In these cases, programmers create their own code to have these effects in their games or ports. But it is very possible, that each one did it in a different way... and none in the most optimal way. Here perhaps, SEGA failed to detect these needs and integrate them into the SDK.

I think that in this rebirth that you are building, functions like these would be very useful and necessary. I have many concrete ideas for these functions (to optimize the use of memory, VDPs and processes) and proposals in development. But specifically in these cases using the SCU-DSP, would be ideal.

EDIT: I seeing your debugging text I have remembered the polygon limit values (theoretical) in the SS SGL and in the PSX SDK.
SGl talks about:
MAX_POLYGON (number of polygons that can be used): 1800
MAX_VERTICES (number of vertices that can be used): 2500

And in the PSX SDK, in the "Performance Analyzer" manuals you can see analyzes of the game "Motortoon Grand Prix 2": 1200/1040 polygons

It is curious to see how both machines are in very similar numbers.

Greetings and thanks!!!

77
Thanks to you for your awesome work whit Sonic Z-Treme!!! GO GO GO!!

78
Hi community!

I want share my little research of the technical use of the games developed in the past to our machine. To learn and discover  how deep use the machine.

The intention I have is to share and help grow the community of our great console. A small contribution and tribute to this great machine. Which he owed for a long time.

I share a spreadsheet where I am compiling technical data of a selection of games(258, aprox 20% total games)  that I think are outstanding of the system. That can help us to better understand how effects were made or how they used the machine better. Currently this half-translated into English, since my native language is Spanish.

UPDATE table and data at 26-06-2018, view better whit 65% zoom level in google docs viewer:
https://docs.google.com/spreadsheets/d/1tcTUC9oZ70ZGzVV58ca20bfwn0YEWzyJbxAMVFrAVwE/edit?usp=sharing

Some notes:
With respect to the use of memory, it has been one of the last aspects that I am compiling. They are in column AA. I have tried to break them down by the different memory wells. The data is approximate, since even the Yabause does not quantify in total values ​​the use of memory. Column AB recollect the staff credits, to find the best programmers or teams. Column AC recollect dates release to see how the delay the version or port to SS respect PSX or others...

I started by analyzing the use of transparency of VDP1, VDP2 and VDP1 + VDP2. Afterwards, with depth of color in textures and total, use of gouraud and lighting, use of layers of VDP2 and color calculation ... to gradually embrace many aspects. [EDIT 03-01-2018] Like type of FMV formats, data of the archive an quality, use of SCU for FMV or 3D, Use of VDP1 or VDP2 or both to FMV. Use of sound system of the CDXA or DSP... etc...

[EDIT 14-12-2017] It would help a lot, that Yabause not count the number of elements in the VDP1, to see how many polygons are on the scene. <- Now we can know how many elements in the scene whit the last Git version of the Yabause. I update the "Z" column whit the data of the many games. Not possible filter by types of color calculation or type or data, but is very useful new feature. Or the amount of elements that are using Gouraud, or half-transparent, filter them somehow. Since the debugger lists them all and their properties. Or ideally show the % use of the processors, this last more complicated.

I will update and translate the sheet as I can. If someone wants to contribute in the edition only that asks me, the more we are better.

Regards! :)

79
Share your code / Re: 3D Map tool + FPS demo
« on: August 28, 2017, 10:16:24 pm »
Again!! Great work and progress XL2!!!

I am curious... which is possible cause of the slow performance of the gouraud distance code in the real SS???

Thanks in advance!! :D

80
Project announcement / Re: Sonic Z-Treme
« on: August 27, 2017, 08:16:32 pm »
Hello Johannes,

Sorry to answer you so late Thanks for your words.

I hope we succeed. This community and the machine deserve it.

I have been updating data from the table. There are still many things in Spanish. I hope to be able to translate and complete the analysis of the games.

If you like, I open thread in the forum share code share. It is not the same, but I think it will be more at hand, to be able to consult games that do specific things and how. That is the end of the spreadsheet.

Regards,

81
Project announcement / Re: Sonic Z-Treme
« on: August 14, 2017, 09:30:10 pm »
Hello everyone!!

Sorry to take so long to respond. I am involved with various issues and work.

As I commented in several posts, I have pending various documentation that I have been developing for a series of entries in my personal blog.

The intention I have is to share and help grow the community of our great console. A small contribution and tribute to this great machine. Which he owed for a long time.

I share a spreadsheet where I am compiling technical data of a selection of games(200 aprox 20% total games)  that I think are outstanding of the system. That can help us to better understand how effects were made or how they used the machine better. Currently this half-translated into English, since my native language is Spanish.

UPDATE table and data at 02-12-2017, view beetter whit 75% zoom level in google docs viewer:
https://docs.google.com/spreadsheets/d/1tcTUC9oZ70ZGzVV58ca20bfwn0YEWzyJbxAMVFrAVwE/edit?usp=sharing

With respect to the use of memory, it has been one of the last aspects that I am compiling. They are in column AA. I have tried to break them down by the different memory wells. The data is approximate, since even the Yabause does not quantify in total values ​​the use of memory.

I started by analysing the use of transparency of VDP1, VDP2 and VDP1 + VDP2. Afterwards, with depth of color in textures and total, use of gouraud and lighting, use of layers of VDP2 and color calculation ... to gradually embrace many aspects.

It would help a lot, that Yabause not count the number of elements in the VDP1, to see how many polygons are on the scene. Or the amount of elements that are using Gouraud, or half-transparent, filter them somehow. Since the debugger lists them all and their properties. Or ideally show the % use of the processors, this last more complicated.

I will update and translate the sheet as I can. If someone wants to contribute in the edition only that asks me, the more we are better.

Regards! :)

82
Project announcement / Re: Sonic Z-Treme
« on: July 11, 2017, 09:54:15 pm »
Edit - Like you can see here, the game progressed nicely, while there is still a lot to do, I now have a full 3D level with collision detection, physics, BSP, etc.
Demo attached (v.0.02)  (You will have to convert the MP3 files to WAV or change the cue sheet to make it work with MP3). There are some bugs in the demo that I'm aware of, such as the NBG2 background (hidden by the RBG0 plane) being "corrupted" and having poor contrast, the game only plays one sound at a time (I need to learn how to properly downgrade audio from 44100 HZ to 11025 mono) and there is a weird bug with the Sin/Cos functions (not sure if the problem is at my end) where the negative return bigger values when it's under 1 (even if I use floating points) which makes Sonic go faster in some directions than the others.

Newest version here, running on stock Saturn :

https://www.youtube.com/watch?v=WFaLo6XWmWo&t=1s

Hi XL2, absolutely great job! :D

I see you've used the Color Calculation whit a Color Calculation Ratio = 31:1 on the NBG3 layer. A kind of fog over the image of the mountains. In the video of youtube in the real SS and in medanfen the effect is not seen. But in Yabause and SSF yes, show OK. Is it possible that you are missing something else in the VDP2 for this effect to look good in most real machine code?

The ground rotated work well, as you told me. It possible improve the final image, We find the way, but for now great work!

I also see that you do not use the LWRAM, is it because of some limitation? I ask out of curiosity :)

Finally I see that you have used the Mesh mode in the shadows and the explosions of enemies. It has been very well. Now it's easier to jump :)  Next step, find way use VDP1 Half transparent, if not penalize much.

By way of suggestion. At levels where you have to go very far and do not draw the stage, it could be a problem. You should design them knowing this limitation well. Or add a fog effect to increase the drawing distance a little more. An effect like in Sonic R maybe? I think what it does is to use the "trick" that the sprites in the background go to color bank of VDP2 and activate the MDB bit mode "1" so that it is the VDP2 that does the transparency.

Nothing more, I encourage and we keep in touch! :)

Regards!

David G. J.

83
Share your code / Re: Dual SH2 usage example
« on: April 13, 2017, 12:08:47 am »
Amazing great feature improve!!!

Next stop: SCU and SH1 to give extra powa to saturn 3D transform???

84
Jo Engine Wish List / Re: Is it possible to play videos?
« on: April 11, 2017, 06:54:34 pm »
Hi Johannes,

I told you yesterday via twitter and some time ago I follow you. And only can say you. AWESOME WORK!

This days I've seen that you, finally, released a video feature for your great SDK.

And I have some questions. You told that some research about write your own MPEG-1 reader. Finally you archive this goal?

I hope, near to future, will publish a new post in my personal blog. Some time ago, I wrote a lot technical notes, about the near of the 300 games for Sega Saturn run and analyze via yabause. To check how the games use the machine. And find that games are the best use the SS. And search the game that have a technical achievement in transparencies, gourand light, video...  and other targets.

That said, I hope I can put all clean a publish this data for the SS community and all united put the SS to the highest level and extract all the real potential of the machine.

Thanks in advance and cheers! :D

David Gámiz Jiménez

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