Hi, sorry if my short text not take all the wide of your project. I did a short fast text for every entry. Yes, I mean mission stick. And yes, i want to say dubbing traduction also I will fix the text. Thanks again for this titanic work. My respect. :)
Firstly, thank you and congratulations to all for your work and for sharing it with the Sega Saturn community! And I'm going to say a few words about each entry according to the order in which I voted:
Original Games
Cold Case – Jberetta
It has been one of the games that has surprised me the...
Hi community. Here are my scores. I tried to appreciate each work and efforts. I didn't test all the works in real hardware or even in emulators. But along this year I was able to see the progress and achievements of most of them. This year we have a lot of great projects in each category. It's...
Well, people, let's GO. I want to resume before share my scores, how I did it this year. I didn’t have much time, like in the previous year. Then this year I simplified my way to vote. Mainly, I have in count the same technical and design aspects like the past year but more simplified. And I...
I paste here my scores for save al the scores in one place, these were shared in Official Segaxtreme Discord channel #dev-saturn the 14th January. Thanks to all judges! :)
Well people let's rock with my scores for the contest.
I want to resume before share my scores how I do it. For that I...
Well. I rechecked all again. At the beginning of my analysis. Sonic R was once of the games that more I checked. I my first notes, checked in emulators first and after in real hardware. I saw some blend between layers. Only checked always the first level. It is true in the third is more clear...
Really, I don't sure at 100%, but I checked a lot sonic R and about the ECC I know it very well. I have read and have re-read a lot of times the vdp2 manual. But in the Sonic R case. The ripples waves are a line color screen animated and applied over RBG0 in the transparent areas only. And the...
From I know and see of vdp2. It not can blend more than once layer between other. In simply words. Only one layer can be have translucy, not multilayer.
Are you sure that the final resolution is 352x144 in Intro Video. That you based in the Grandia output is 480i? But not is correct. The real output is 448i, but the resolution set is 352x244.
Sonic R not make exactly the same. The texture reflection is static.
In other hand. Tomb Raider in PS1 not use a UV refraction mapping, only a planar proyection of the previous frame buffer how texture plus inked and light whit gouraud source light.
All this is possible in SS, in fact actually...
Hello community!
I make a "little" tribute to one of my favorite sega machine. Is a series of post in my personal blog, to share all know that exist and that I learned to share whit the community and try to be useful in some way for enthusiast or devs.
For who may be interested. Share the...
Seriously XL2.
You are amazing. Little by little, you are getting very far away! Congratulations!! Again XD
With respect to penalize drawing distance. You know what will happen, it is expensive to calculate. But you also know, that you have room to optimize. Just like you can apply a LOD by...
@mrkotfw Rayman make a render-to-texture of VDP1+VDP2 in the Fade pre and post loading 3D animation. If you know how to research what it does, it would be great. It seems very slow, because seconds pass until the animation is done. Thank you!
Absolutely agree whit this data. And add something important, the fact in the PSX side, is the same numbers. Really, SS and PSX was very similar machines in the time. The data in SegaRetro is generally amazing work. In some cases not are very accurate or put to win a one part. But I feel very...
Very interesting what you comment here XL2. Sorry for the delay in answering you.
Several "conclusions" that I see interesting about your answer:
1) Its use is possible to achieve this Destruction Derby effect or similar.
2) It is possible to use it to get one part of the effect of Burning...
@XL2
Are render-to-texture the VDP1 framebuffer in this screenshot?? Is like megaTV in destruction derby 1 in psx1???
Are possible make render-to-texture "animated" whit SS at good speed? Or acceptable penalty? What do you think?
I think only whit VDP1, because render-to-texture all final...
Yes I did ;) I am making a post for my personal blog, I make a research the specs that not utilized in SS. And this is one difficult to found the reasons and the possible solutions. Right now, the only clues are this titles and this commentary(news.ycombinator.com/item?id=10965156) based in the...
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