Author Topic: Sonic Z-Treme  (Read 24342 times)

XL2

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

XL2

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Re: Sonic Z-Treme
« Reply #250 on: July 18, 2018, 06:44:20 pm »
So I got some global lightning using per-vertex values, averaged for a flat per face lightning using palette shifts.
It looks ok, but it doesn't look as good as gouraud shading obviously, but with the palette restrictions it might be hard to do much better.



ponut64

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Re: Sonic Z-Treme
« Reply #251 on: July 18, 2018, 07:34:48 pm »
When you have the maps made and shaded like that, it looks like Minecraft. (Which is good)
Is that faster than gouraud shading? probably is

Don't shoot me, I'm sure you get like 15 comments exactly like that on YouTube.

XL2

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Re: Sonic Z-Treme
« Reply #252 on: July 18, 2018, 08:41:58 pm »
It is "free" in terms of rendering speed since it's all precalculated and I'm just doing palette swaps to darken the shadowed areas (again, done offline).
I could easily put gouraud shading on the quads closer to the screen since I'm using a 16 color LUT, but the main issue are the quads away from screen since I'm using palettes for the transparency effect.
As I mentionned before, there is paletted gouraud bug that I can use (I use it on my metal version of Sonic), but it's not easy to use at all and it puts lots of limits.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #253 on: July 18, 2018, 08:49:24 pm »
What are the limits that you've found when using this bug?

XL2

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Re: Sonic Z-Treme
« Reply #254 on: July 18, 2018, 08:51:09 pm »
I didn't discover the red gouraud bug, but I never saw anyone else knowing about the green gouraud bug. See previous posts for more information on this.

 

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