Author Topic: Sonic Z-Treme  (Read 76269 times)

20EnderDude20

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Re: Sonic Z-Treme
« Reply #330 on: August 14, 2018, 03:59:47 pm »
Would this become a full game after sage?

SubCog

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Re: Sonic Z-Treme
« Reply #331 on: August 15, 2018, 06:59:19 pm »
Does that include the loop-de-loop physics?

He mentioned on the sonicretro forum that there won't be any loops in this build.  Check out post #71 https://forums.sonicretro.org/index.php?showtopic=36886&st=60

20EnderDude20

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Re: Sonic Z-Treme
« Reply #332 on: August 16, 2018, 12:54:51 am »
So, to prevent someone from finding out that you're using mix ratios for metal sonic, can you use NBG2 as a mirrored version of NBG1, and set the mix ratio to that?

20EnderDude20

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Re: Sonic Z-Treme
« Reply #333 on: August 19, 2018, 01:06:26 am »
So, is there anything to comment on the progress of sonic z-treme? I would like to know. Thanks.

XL2

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Re: Sonic Z-Treme
« Reply #334 on: August 19, 2018, 06:59:20 am »
Yes, you will see in 5 days.

itsstillthinking1999

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Re: Sonic Z-Treme
« Reply #335 on: August 19, 2018, 07:32:13 am »
Cant wait! ;D

LackofTrack

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Re: Sonic Z-Treme
« Reply #336 on: August 19, 2018, 07:45:11 am »
Hey XL2, kind of a little late but, listening to your SAGE preview video I just realized that your CD audio is mono. I think it is because you have your slCDDAOn Command like this:
Code: [Select]
slCDDAOn(127, 127, 0, 0);
When it should look this:
Code: [Select]
slCDDAOn(127, 127, -127, 127);
Please correct me if I'm wrong though.
« Last Edit: August 19, 2018, 07:52:53 am by LackofTrack »

XL2

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Re: Sonic Z-Treme
« Reply #337 on: August 19, 2018, 08:57:37 am »
I'm using SBL for the audio.
You mean only the left or right speaker is outputting cd audio?

LackofTrack

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Re: Sonic Z-Treme
« Reply #338 on: August 19, 2018, 09:31:20 am »
I'm using SBL for the audio.
You mean only the left or right speaker is outputting cd audio?

No I mean both channels are being "squished" into the center as if the audio was mono. Also If you are using SBL I think the correct command is:
Code: [Select]
SND_SetCdDaPan(-15, 15);

XL2

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Re: Sonic Z-Treme
« Reply #339 on: August 19, 2018, 12:07:25 pm »
As far as I remember it was an unsigned char, but I will look it up once I'm back from my vacations. But most likely is that the source audio is just bad. I just ripped the music from youtube and converted it to wav after, so it's not very good.

XL2

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Re: Sonic Z-Treme
« Reply #340 on: August 23, 2018, 02:29:35 am »
The engine does push quite a bit of quads!
Without the LOD, it would destroy performances, but it holds up nicely.
I hope in the future to implement a hidden surface removal, but for now that will do.
Here is the new wireframe mode (hidden in options - Just L+R+Up to active it) plus the pseudo fisheye (the projection plane is closer to the camera, giving a larger FOV and little distortion).

ponut64

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Re: Sonic Z-Treme
« Reply #341 on: August 23, 2018, 09:35:46 am »
Great stuff !

I imagine the fisheye effect might have a small effect on texture warping? If the projection plane is not reduced in size and is merely closer to the camera, the vertices would have a little more space to go off camera before they started injecting you with LSD.

XL2

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Re: Sonic Z-Treme
« Reply #342 on: August 23, 2018, 09:40:11 am »
Yeah, but the solution is to subdivide the map further. The PS1 had that feature in the sdk from day one. The Saturn, as usual, doesn't and can't really do it. I'm trying to find a way to clip textures in vram to subdivide it in 4, but I'm not sure it will work.
« Last Edit: August 23, 2018, 01:21:57 pm by XL2 »

XL2

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Re: Sonic Z-Treme
« Reply #343 on: August 23, 2018, 09:38:10 pm »
I'm using SBL for the audio.
You mean only the left or right speaker is outputting cd audio?

No I mean both channels are being "squished" into the center as if the audio was mono. Also If you are using SBL I think the correct command is:
Code: [Select]
SND_SetCdDaPan(-15, 15);

Seems you were right about the Cdda pan!
It will be fixed in the Sage demo.
Thanks again

corvusd

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Re: Sonic Z-Treme
« Reply #344 on: August 24, 2018, 01:16:46 am »
Yeah, but the solution is to subdivide the map further. The PS1 had that feature in the sdk from day one. The Saturn, as usual, doesn't and can't really do it. I'm trying to find a way to clip textures in vram to subdivide it in 4, but I'm not sure it will work.
These days I was watching what you told me that the SCU-DSP would not be useful for real time tesselation. Looking at the PSX SDK, it seems that it uses the GTE for it, but I'm not sure that it's for everything. I mean, I think for tessellation. The GTE is used to recalculate the UV coordinates of the new polygon or polygons. But I think that to divide it uses the CPU. In a technical document a developer asks which is better to divide the GTE or the CPU and they respond to the CPU. Which we can apply to the SS because the SCU-DSP and the GTE are very similar doing addition and multiplication to dot product mainly. And the SH2 has divison instruction. Unless divisions can be made with multiplications of decimal numbers in the GTE and in SCU-DSP?
David Gámiz Jiménez

 

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