I have no idea if it's similar to what Personal 2 uses. There doesn't appear to be any compression going on with gzip or anything like that. The files just have headers and look up tables in the binary that tell the game where each file and chunk are.
So continuing to snoop around at the assets a couple other things I've noticed:
Levels use a single tileset of 1024 16x16 tiles that are 8bpp. So uncompressed that would take up about 256KB of space, which is half of VDP2 VRAM. From what I can tell it looks like levels have a max of 4 scrolling...
It is the Dreamcast version. You've just removed some files and renamed others. There's nothing Saturn specific about it.
And again, the Saturn's SH2 is not a standard SH2. It has additional features that did not come standard with the SH-2 such as a DMA features, a Division Unit, etc.
So really we have no idea if this actually works and it's really just the Dreamcast version with files renamed. The Saturn PDF you included is an empty file that can't even be opened.
Yes but you're claiming this is a Saturn version. So shouldn't it be able to support both? Secondly you didn't answer my question about if the code you compiled actually boots on Saturn. Everything I'm seeing in the directories is from 2001. So is this actually something for Saturn or is it just...
Does the code actually boot on the Saturn? How good is the compiler? As far as I can tell it's from 2001, so I can't imagine it being better than what we have with modern GCC.
Does the plugin actually support the SH-2 variant the Saturn uses? What about other CPUs in the Saturn like the 68k? The SCU-DSP? The files in the plugin directory are again all from 2001. Are these actually compilers and linkers for the Saturn's SH2s or are they the Dreamcast SH4 compilers and...
I did download your updated version. I'm still seeing references to Dreamcast stuff. So again I ask what is Saturn specific about this? All the files in this Saturn Plugin are from 2001 and are clearly just the files for the Dreamcast version, just renamed as far as I can tell.
So what's Saturn about it? Everything I'm seeing is just stuff that was made for Dreamcast but renamed. Even in your updated version. Looking at the library and binary files in a hex editor you can clearly see they're all still referring to Dreamcast stuff.
So you've literally taken the Dreamcast version and renamed some files to "Saturn" and called it a day? I'm looking at the files in a hex editor and they're all clearly Dreamcast stuff and even referencing Katana libraries. So that's very concerning as you can't just distribute that. On top of...
There's quite a bit of transparency effects last I checked. The bouncy/wavy chemical pools in Chemical Plant Zone also might be tricky to pull off on Saturn. Not only are they transparent but the way they animate might be an issue. I'm not sure if they're being done with a 3D mesh or if they're...
I think that would probably look pretty bad. The assets are all designed around the classic sonic games resolution. Maybe having a separate set of wide-screen sprites could work, but you also have the issue of VDP2 layers needing to be squished as well which could get pretty messy with tilemaps...
Yes, what I'm saying is the Wii port of Mania will set the game to run in 4:3 aspect ratio if the Wii isn't set to 16:9. So the game actually renders correctly in 4:3 with everything aligned correctly without any scaling. The engine will crop the sides to 4:3 and render in a 320x240 frame buffer...
The game actually natively supports 4:3 resolution and can be set to draw properly in that resolution. It does it properly without scaling and has the game scroll more when necessary. This is what the Wii Port does if it's set to 4:3.
So this has been discussed in the discord and the people doing the Dreamcast port have mentioned they keep getting people asking about a Saturn port in comments. So I figured this might not be a bad thread to have to discuss the possibility of porting Mania to the Saturn as well as pointing out...
On my way out the door but I just tried both of these both on the Satiator and burned to a disc. Both worked just fine with no modifications needed. I downloaded them directly from the resources section and put them as is on the Satiator and burned them with ImgBurn to a CD-R using the included...
Just to drive the issue home with why the Product ID in IP.BIN is not reliable, looking through dev tools and prototypes I've found the following that share IP.BINs and have the same Product IDs:
SG0000000:
Duck TrueMotion Test App from 1995
Solar Eclipse August 1995 Prototype
Astrocade 1994...
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