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Messages - Cerv3ro

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General Jo Engine Help / Re: General questions about getting started
« on: September 09, 2022, 12:19:00 am »
Hi there, i´m not a technicall person or dev, so for better communication and feedback i recomend you to join SegaXtreme Discord. Basically the best place to chat about Saturn development, small community but very friendly and professional. See you!

Project announcement / Re: what p64 does
« on: February 12, 2019, 12:51:30 am »
Good to know you are making progress. On this new vid those fixes are noticiable, even when i don´t understand nothing from what is happening (in development terms) you have created a good tech demo with animations and physics. You have my attention dude.
I also have watched those Emeraldnova tutorials....but is too much for me. Hope someone with development skills like you find it useful.

Project announcement / Re: Sonic Z-Treme
« on: February 07, 2019, 02:46:43 pm »
Hi there XL2, i really appreciate your hard work with Z-treme, it has been a real dream come true. It´s a shame that you do not decide to continue with that project, but the important thing here is that you do what you really like and I trust that Z-treme has served you a lot to know and improve your programming skills on Saturn.
If I'm honest, fps are my favorite genre and I'm very excited about your new project, by the way, do you have a name for it?
Thanks again for your immense contribution, I look forward to your videos in yt.

Project announcement / Re: what p64 does
« on: September 06, 2018, 12:01:21 am »
Great job, did you know something about developing before?. Do you have an idea of what to create or are you only testing?.

Project announcement / Re: Sonic Z-Treme
« on: September 05, 2018, 11:56:09 pm »
Hey XL2, finally i have returned from my vacation and literally, the first thing i did was to burn the cd  8)

I played the demo on a model 1 Pal Saturn, with the 3D controller.
The progress has been huge!, those 4 levels looks so nice, with a lot of differences from the earlier versions. I love that effect around Sonic and the stele behind him.

The 3er level looked very funny to me, those speed sections makes the game nicer, more...Sonic like. Although it´s easy to die and fall down, maybe some invisible walls may prevent that?. At least at speed sections would be ok to try this?, only an idea. Another element that brings inmersion is the fire, that fire is so cool! Does it uses dynamic lighting?

The 4th level has been a great surprise!! that metal walls and new elements looks phenomenal. Here is where i missed the most those "dynamic elements?" you talked once, lifts and platforms to move through the level, but nothing the double jump couln´t do  8)

On the technical area, the framerate is very good, but not stable 100%. I have tried 30 and 60 hz. Both go well but sometimes a little slowdown happens, especially when turn the camera (using L or R). I want to record a gameplay and share it to you for a better idea of what im talking about. As a curiosity, i switched to 60 hz my console (i did the mod to my saturn to run the games as ntsc does) and the game runs ultra slow!!! i thing maybe 10 fps? of course i burned the pal iso so i think is because of this.

To end, the gameplay with the 3D pad its a delight, only with this the game wins a lot of fun to me.

Sorry for not being so technical when talk about it, i don´t know nothing about develop but i wanted to let you know my impressions about this miracle that you are giving us. Thaks a lot for this!  ;)

Hi there, time ago i want to prove some old homebrew games that were developed using Game Basic.

There are really awesome ones and i don´t know how to run it. Does anybody knows how?

Here a good example:

It´s awesome to see how fluid it goes, and that physics and draw distance!

Project announcement / Re: Sonic Z-Treme
« on: February 12, 2018, 01:29:47 am »
Your progress is really great! AWESOME !!

And also it's a coincidence with me! These days in my research I have added two columns to table data. Now I will update them.

1) If a game has "Tessellation" (you call it LOD) as you say Tomb Raider has it. But there are some more games. The complication is that the game has to have wireframe mode to discover it. Or that the wireframe is implemented in Yabause or other emus to see how many more games are used, surely many! Since it is a trick to gain drawing distance and perfect speed!

* The LOD is the reduction or increase of geometry in an object. Like the FIFA players or the Daytona cars. When it is in the "terrain" or "stage" in the engines they are called Tessellation.

2) I have also added a column of "Table fog" since it was an effect that in PSX also looked a lot. But also in SS!!

I was able to confirm that both effects were fully integrated into the PSX SDK. They are three functions. The "Table fog" is called "Depth Cueing" and the "Tesselation" includes two functions: 1) "Polygon Division" and 2) "Mip-map Function Library". All of them using the GTE.

On the other hand I have searched and not found in the SS SDK any function to do these things. In these cases, programmers create their own code to have these effects in their games or ports. But it is very possible, that each one did it in a different way... and none in the most optimal way. Here perhaps, SEGA failed to detect these needs and integrate them into the SDK.

I think that in this rebirth that you are building, functions like these would be very useful and necessary. I have many concrete ideas for these functions (to optimize the use of memory, VDPs and processes) and proposals in development. But specifically in these cases using the SCU-DSP, would be ideal.

EDIT: I seeing your debugging text I have remembered the polygon limit values (theoretical) in the SS SGL and in the PSX SDK.
SGl talks about:
MAX_POLYGON (number of polygons that can be used): 1800
MAX_VERTICES (number of vertices that can be used): 2500

And in the PSX SDK, in the "Performance Analyzer" manuals you can see analyzes of the game "Motortoon Grand Prix 2": 1200/1040 polygons

It is curious to see how both machines are in very similar numbers.

Greetings and thanks!!!

Hei guys, when you talk about "Tessellation" or "LOD" you mean something like this? (Go to minute 05:00).

Different levels of detail acording the distance?.

Very impresive work XL2, thank you very much for doing this.

Project announcement / Re: Sonic Z-Treme
« on: October 16, 2017, 01:38:43 am »
Hey XL2, i´ve probed the 0.035 v in my Saturn and let me tell you...this is something f... awesome. Really a great work you are doing with this engine.
I want to let you here my impressions:

The demo has no music and sometimes the sounds effects are missing, for example when you collect a ring or hit an enemy.

When jump, the sound doubles. I have tried to turn on the 60 Hz mod in my Model 1 Pal Saturn and this effect is corrected but some grafic bugs appears and some issues with the frames that goes down.

IMO, the colours are very intense and bright, maybe with less pure colours the game looks better, is only an idea.

Also i´ve noticed that you can swith between 2 different cameras and hud. Interesting.

In the first level the water don´t hurts you but it does on the second one.

i´m looking forward to your progress.

Project announcement / Re: Project Blaze
« on: October 11, 2017, 03:31:41 pm »
I also hope that, this proyect has evolutionanted a lot, with very different stages and appearance. Even the gameplay is different since the first demo.

Project announcement / Re: Sonic Z-Treme
« on: October 11, 2017, 12:30:26 am »
Many thanks to XL2 for this awesome proyect, you are the man! , i hope you grow up as programmer while you do this. And also many many thanks to mindslight por creating this unique and incredible tools and engine. The Saturn scene never has been so alive.
Thanks also to the rest of people working in the shadows triying to the best.

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