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(Saturn homebrew) Sonic Z-Treme

Discussion in 'Saturn' started by XL2, Jul 5, 2017.

  1. XL2

    XL2 Member

    I will need some help from PAL users.
    I don't have a PAL Saturn, but the game might not work correctly in some areas since it's all based around 60 hertz.
    Since I'm dividing the time by 16 000 to get the frame delta, it could create issues when/if it reaches "4" on PAL consoles.
    Anyone willing to burn the game and try it?
    Thanks!
     
  2. vbt

    vbt Staff Member

    I got a pal saturn, maybe you got a usb dev card version ready like fba (main bin at a boot address, second bin with a level)
    just to mention the latest XL2's vid for sage 2018 :



    http://www.sonicfangameshq.com/SAGE/
     
    SegaSaturnShrine likes this.
  3. XL2

    XL2 Member

    Sadly I don't. Almost everything is loaded from the disk, with several files, so it would be too mucg work right now to make it compatible, but thanks for the offer.
     
  4. XL2

    XL2 Member

    I added a wireframe mode, mainly for testing in future updates (decreasing the overdraw will be my next huge objective), but the game still runs great despite the overdraw with textures (30 fps in single player, 30-20 in multiplayer).
    The low-quality model (seen in the distance) really help a lot! I calculated one area : the normal model has a wall with 105 quads, while the LOD model reduces it to 8 quads!
    And it's all automated, so I just start my converter and it does everything.

    Also, the wireframe mode looks surprisingly nice!
     

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  5. vbt

    vbt Staff Member

  6. vbt

    vbt Staff Member

    it's on Digital Foundry !

     
    XL2 and Ponut like this.
  7. vbt

    vbt Staff Member

    @XL2 did you have a break on your projects ?
     
  8. XL2

    XL2 Member

    I'm not working on Sonic Z-Treme anymore, but I am still working on a fps engine.
    Right now, I'm working on the map converter and added some OpenGL support for testing.
    I got the bsp tree, portals and pvs all working, so now I'll be working on collision detection for the next 1 or 2 months.
    Once I get it working on PC I'll port it to Saturn (since I first need to create a new binary file format for the maps).
    Thanks to the bsp tree, adding lighting was super easy, so if the performances are good I should have static lighting similar to Lobotomy's games.
    I still have way more overdraw than the Lobotomy games despite the pvs, so I might have to revert to a normal portal system or make more use of paletted lighting instead of gouraud shading everywhere.
     

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