Sega Saturn Development > General discussion about the Sega Saturn

My "tribute" to Sega Saturn.

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corvusd:
Finally I can go presenting my "tribute" to #SegaSaturn. For now this first part in my blog. :)

http://www.davidgamizjimenez.com/inpostivegames/sega-saturn-to-the-limit-i/

Greetings!

David Gámiz Jiménez

ponut64:
I am glad to read estimates and comparisons between system hardware/software based on objective fact. And learn about new games!

XL2:
It looks super interesting, I will try to read it all this week.
As a side-node regarding UV coordinates, I was facing a problem for Sonic Z-Treme : how to animate textures when I have like 10 different variations of the same texture, with different sizes (for LOD), spread across 2 different color system (CLUT vs 256 banks).
So I found a solution : manipulate the texture's adress in VRAM to scroll it line by line a generate an animation.
The result is that, instead of storing 8 x the same texture to have a 8 frames animation, I can do very smooth animation, like 32 frames for a 32x32 texture.
https://youtu.be/9hBK7jcqHBY
While not exactly texture coordinates, it's still possible to play a bit with the adresses to create similar effects, with some restrictions of course.

SaturnTeam:
Thanks! That's a great writeup!

corvusd:
Hi community!

Thanks for the feedback! I will hope the next part more interesting. SCU use and polycount. :D

I have some minor corrections and update to the first part. I added this paragraph:
"By putting specific numbers in the situation. We would be talking about 35.65% of the study that I have done have some kind of lighting. 27.13% of the games have lighting with a source similar to that of PSX. And equal or superior to PSX, 3 sources of light or more with source and with color, a 5.42%. If we extrapolate to the catalog total, as we can see, in relation to PSX only a few games. Without going into how well optimized they are."

And correct some grammar and word translate mistakes.

Greetings! :D

David Gámiz Jiménez

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