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41
Project announcement / Re: Sonic Z-Treme
« Last post by Deucyfan6 on August 26, 2018, 02:26:35 am »
I tried a few times Il try the slower speed next burn but I'm out of discs so that won't be until tomorrow. I don't think the speed will do much though as it took like 1 minute to finish.
42
Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on August 26, 2018, 02:23:52 am »
Try at 8x.
Also sometimes cdr fails.
Did you try to boot more than once?
43
Project announcement / Re: Sonic Z-Treme
« Last post by Deucyfan6 on August 26, 2018, 02:22:28 am »
Literally just got to the Sega logo and crashed, it also burned incredibly fast. I know it's a demo build but seemed very small file size wise but I know literally nothing about that so that could be normal.
44
Project announcement / Re: Sonic Z-Treme
« Last post by XL2 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?
45
Project announcement / Re: Sonic Z-Treme
« Last post by Deucyfan6 on August 26, 2018, 02:17:28 am »
Hey I tried burning a copy of the build to run on real hardware and could not get it to work, just curious if anyone else had this issue or if this no longer works on hardware.
46
Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on August 25, 2018, 12:16:09 pm »
At sage
47
Project announcement / Re: Sonic Z-Treme
« Last post by itsstillthinking1999 on August 25, 2018, 08:41:43 am »
Hey XL2 just a quick question, will the download link be available here or on the SAGE topic in Sonic Retro?
48
General discussion about the Sega Saturn / Re: Transparent Shading on The Saturn
« Last post by XL2 on August 24, 2018, 01:33:07 am »
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)
49
Project announcement / Re: Sonic Z-Treme
« Last post by XL2 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.
50
Project announcement / Re: Sonic Z-Treme
« Last post by corvusd on August 24, 2018, 01:16:46 am »
Yeah, but the solution is to subdivide the map further. The PS1 had that feature in the sdk from day one. The Saturn, as usual, doesn't and can't really do it. I'm trying to find a way to clip textures in vram to subdivide it in 4, but I'm not sure it will work.
These days I was watching what you told me that the SCU-DSP would not be useful for real time tesselation. Looking at the PSX SDK, it seems that it uses the GTE for it, but I'm not sure that it's for everything. I mean, I think for tessellation. The GTE is used to recalculate the UV coordinates of the new polygon or polygons. But I think that to divide it uses the CPU. In a technical document a developer asks which is better to divide the GTE or the CPU and they respond to the CPU. Which we can apply to the SS because the SCU-DSP and the GTE are very similar doing addition and multiplication to dot product mainly. And the SH2 has divison instruction. Unless divisions can be made with multiplications of decimal numbers in the GTE and in SCU-DSP?
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