In the third download option the only thing included is the game. This is for people who just want to play the game and are not interested in editing it.
When playing the game pressing "M" will take you back to the main menu. Please note hat pressing "M" while in the Crystal Frost stage causes a black screen and snow glitch. There are also additional test rooms included in the. You just have to look for the sprites and they are unorganized so have fun with that! The purpose of open sourcing the project was I didn't want it to go to waste, I really hope somebody picks this up and finishes it.
Nobody wants to work on this game to complete it. Why can't the developer complete it? It's the game we all want, but we might never get it. To do: Obtain a proper model rip. Please note the textures for the eyes exist, however, the rest of the model uses vertex coloring.
SegaSonic the Hedgehog Prototype. Knuckles' Chaotix Prototypes. Sonic the Hedgehog Pocket Adventure Prototypes. Sonic Generations. Sonic the Hedgehog Mobile. Sonic R Preview. Sonic the Hedgehog Spinball Prototype. Sonic Spinball. Sonic Spinball Prototype. Sonic at the Olympic Games.
Robotnik's Mean Bean Machine Prototype. Robotnik's Mean Bean Machine. Sonic Shuffle Debug Version. Sonic Chronicles: The Dark Brotherhood. What do you think? I need to know where that comix zone music comes from! It sound amazing! Simple Sonic "Mania" Worlds Descontinued Sonic Maniaker by StickyDog followers. Sonic Flow 2 by PixelBytee followers. Sonic J by jtn00b 1, followers. Sonic All-Stars by JNumbat17 followers. Q : I can see polygons that should be behind another polygon.
Why is it this way? A : The Saturn doesn't have a z-buffer neither did the PS1. So SGL uses a technique called Z-sort, where it just looks at the z-position, put it in a buffer and send the commands to the VDP1 in this sorted order. Now, especially with the huge uber-walls, the quad is sometimes so big that it's z-distance average or max, both will have the same problem is further away than a smaller polygon behind, creating wrong sorting.
Q : Is it possible to increase the polygon count and the draw distance? A : Yes. Right now, I still don't have a hidden surface determination, so all the polygons in the view frustum and not facing away just get displayed. While it sounds terrible on paper, thanks to the LOD model and mipmapping, it's still fast enough. It could be improved by a not displaying the hidden polygons easier said than done and b using more untextured polygons with gouraud shading it can look better than textured polygons in fact.
Right now, depending on many factors, in single player the game can reach up to something like polygons at 30 fps, while multiplayer can reach around polygons at 30 fps in some areas. Why is the polycount higher in multiplayer? Because the players' model get displayed up to 4 times 2 player models on each screen and these models are mainly untextured. That's around displayed polygons, which are super cheap to render.
Q : Is the code optimized? A : No, no, and not really. The code is still a mess as I didn't have time to clean it and optimize it. I don't know assembly language, so I haven't coded anything for the SCU DSP, but realtime lightning on the whole level might be possible with it I've got an idea to make it cheap enough. It might be possible to do something with it other than sound related stuff. Q : When did the project start? I've since moved on to fully create my own engine by coding all my own functions to better fit my needs since Jo Engine is mostly a 2d engine while my game is only 3d.
The idea to remake Sonic X-Treme just happened by itself since I used a very basic bounding box collision system and needed "blocky" levels.
This is my first game and I use it to learn coding on my own I had some VB experience in high school, but that wasn't very helpful. Q : What are advantages in coding for the Saturn in ? A : In my opinion : For the advantages, I'm using a more modern SH2 compiler still quite old than what was available in , which allows code in C to be more optimized when compiled, so I don't need to write huge portions of the code in assembly to keep good performance.
Having emulators also allows debugging much faster. As for the disadvantages, well the Saturn is long dead so there is only a few active people who know the console, so finding answers is nearly impossible outside of reading the very old technical documentation and trying to figure it all out. SGL's documentation is really poor, which makes it really hard and tedious to find some settings or finding how the functions work.
Also, all of the official SDK tools are just useless now. Q : The "skull switch" is trying to kill me, why? A : It's a skull. Skulls are bad. Q : Will the load times be improved? Q : Why was version 0. With more optmized code and hidden surface removal I might get close to 60 again.
On PAL consoles it can hit 50 fps quite often. Known bugs : -The sound effects sometimes aren't playing correctly. Could also be because of the way I converted the audio files with an old mac emulator , the sound's end code seems to be wrong, so I need to manualy clear the sound channels, which seems to cause conflicts sometimes. I'm not sure what causes that. I will spend more time on these once the engine is more mature ie less overdraw.
I need to improve my view frustum culling code which is just bad to be very honest. As for the z-sort issues, it might be possible to resolve them using a BSP tree and better hidden surface determination, but it might take a while to fix it. So, what's next?
I need to address the hidden surfaces problem. I would also like to subdivide the map when the polygons are close to the camera to reduce warping, which unlike the PS1 SDK isn't supported by Sega's library I'm trying to play with the textures' address in vram to avoid storing new textures.
I also want to improve the draw distance and add gouraud shading and maybe dynamic lights. If all works, the game should run at a stable 30 fps or maybe even Or Mario has a big problem! EDIT : Updated to version 0. Small collision improvements - Sonic gets pushed back one extra unit when hitting a wall to avoid being blocked by another wall. Sprite is just to showcase what the Saturn is really rendering but instead of 2 points sprites, for 3d it renders 4 points sprites and distort them.
The polygon mode is to turn all textured polygons into untextured polygons, again just to test the framerate. If it slows down, that means the CPU is probably the bottleneck. The transparency mode turns all the quads into half-transparent quads just to showcase the corruption that happens and why no devs used it on Saturn and used the mesh effect faster and still looks about the same because of the corruption.
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