Author Topic: Sonic Z-Treme  (Read 15617 times)

XL2

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +60/-1
    • View Profile
Re: Sonic Z-Treme
« Reply #240 on: July 13, 2018, 01:15:38 am »
I'm using SGL, which makes heavy use of the slave SH2, so it's not an option. Even in Sonic R they scrapped using it ingame, probably because it was too intensive for such a little effect.
If I were to use software rendering, it would be for something such as transparency on the NBG0 or NBG1 layer, using them as framebuffers.
And only if I could use the SCU DSP or sound cpu to do it.

XL2

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +60/-1
    • View Profile
Re: Sonic Z-Treme
« Reply #241 on: July 13, 2018, 09:56:31 pm »
Using CRAM and paletted sprites/gouraud to create a bump mapping effect was easier than I thought.
It works, but sadly using the green gouraud didn't seem to work, so only the red worked for me so far.

20EnderDude20

  • Newbie
  • *
  • Posts: 11
  • Karma: +0/-0
  • I'm also known as "The Blender Fiddler" on Youtube
    • View Profile
    • Youtube Channel
Re: Sonic Z-Treme
« Reply #242 on: July 13, 2018, 11:12:13 pm »
Can you release a video of the progress so far soon?

XL2

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +60/-1
    • View Profile
Re: Sonic Z-Treme
« Reply #243 on: July 14, 2018, 02:31:38 am »
No, I will try to focus more on the gameplay for now.
I spend a bit too much time on graphics, but the gameplay is super buggy now.

XL2

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +60/-1
    • View Profile
Re: Sonic Z-Treme
« Reply #244 on: July 14, 2018, 05:02:29 am »
Ok, scratch that, the green gouraud bug works on real hardware as I thought, but not on emulator sadly.
But it does allow pseudo environment mapping and easy switching between flat and gouraud shading.

20EnderDude20

  • Newbie
  • *
  • Posts: 11
  • Karma: +0/-0
  • I'm also known as "The Blender Fiddler" on Youtube
    • View Profile
    • Youtube Channel
Re: Sonic Z-Treme
« Reply #245 on: July 14, 2018, 05:09:06 am »
Ok, scratch that, the green gouraud bug works on real hardware as I thought, but not on emulator sadly.
But it does allow pseudo environment mapping and easy switching between flat and gouraud shading.

Get your act together, emulators!
« Last Edit: July 14, 2018, 06:03:47 pm by 20EnderDude20 »

ponut64

  • Full Member
  • ***
  • Posts: 136
  • Karma: +8/-0
    • View Profile
Re: Sonic Z-Treme
« Reply #246 on: July 14, 2018, 09:27:45 am »
Do not get me started on the endless trial that is emulators...

XL2

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +60/-1
    • View Profile
Re: Sonic Z-Treme
« Reply #247 on: July 14, 2018, 05:41:48 pm »
Yes, it's frustrating. Try all main 3 emulators each time before burning a disk.
You should also try the USB cart if you don't need cd access for your tests.
At least I understand how the whole paletted gouraud shading bug works, so I can at least plan ahead and make sure it works on paper before wasting a disk.
But it does look truly amazing on real hardware, I hope I can expand it for more effects as it looks like something you would see on PS2 or Dreamcast, not Saturn.

20EnderDude20

  • Newbie
  • *
  • Posts: 11
  • Karma: +0/-0
  • I'm also known as "The Blender Fiddler" on Youtube
    • View Profile
    • Youtube Channel
Re: Sonic Z-Treme
« Reply #248 on: July 14, 2018, 07:40:11 pm »
Are you going to try to have the jump animation vary in speed, depending on the vector of Sonic, like in the Genesis trilogy, or are you going to have it switch between two models, like in Sonic Adventure?

XL2

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +60/-1
    • View Profile
Re: Sonic Z-Treme
« Reply #249 on: July 14, 2018, 07:47:11 pm »
I'm not sure I understand what you mean, but I don't have time right now to focus on little details as I barely got some gameplay.

 

Sitemap 1 2 3 4 5 6 7 8 9 10 
SMF spam blocked by CleanTalk