Jo Engine Forum
Sega Saturn Development => General discussion about the Sega Saturn => Topic started by: corvusd on July 29, 2018, 10:01:43 pm
-
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
-
I am glad to read estimates and comparisons between system hardware/software based on objective fact. And learn about new games!
-
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.
-
Thanks! That's a great writeup!
-
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
-
Hello community!
http://www.davidgamizjimenez.com/inpositivegames/sega-saturn-to-the-limit-ii/
It has cost a lot. But here the second part of my tribute to SS.
I hope you like it.
Greetings and happy holidays! :)
David Gámiz Jiménez
-
Super interesting read. Keep up the good work!
-
There was a lot of fantastic and specific information here. Thank you!
-
Hello community!
http://www.davidgamizjimenez.com/es/sin-categoria/sega-saturn-al-limite-iii/ (http://www.davidgamizjimenez.com/es/sin-categoria/sega-saturn-al-limite-iii/)
And I have taken longer this time. And it is only one point but it is the size of several of the second part. The theme of FMV has been exciting and extensive.
But here the third part of my tribute to SS.
I thought it would be the last, but I will have to divide the final, I still don't know how many more. Maybe one or two more.
I hope you like it.
David Gámiz Jiménez
-
Hello community!
This time it was less. And finally I can "say" that I finished posting my SS analysis.
This time finally with the transparencies a single part for him. And sound plus extras the other end point.
They are the longest parts I have written. With 24,000 and 20,000 words each.
Here I leave you the final parts of my tribute to the SS.
http://www.davidgamizjimenez.com/inpositivegames/sega-saturn-to-the-limit-iv/
http://www.davidgamizjimenez.com/inpositivegames/sega-saturn-to-the-limit-v/
I hope you like it and find it useful.
David Gámiz Jiménez