The only comon things they have are the maps, which were shared to me by Andrew75, who faithfully recreated these maps from scratch. Some modifications were done to better fit the engine.
Q : How does the metal effect on the metal Sonic works? A : It uses a hardware bug. According to all the Saturn official documentation, the Saturn doesn't support gouraud shading on paletted sprites the textured polygons on the Saturn or paletted polygons. The gouraud shading works by modifying the pixel's color directly, so with RGB sprites, if you increase red by 1, it will just increase that pixel's red value by one.
On paletted sprites, the data sent to the framebuffer is actualy the index of the color in the color RAM. But the hardware still processes the gouraud and send the data to the framebuffer.
So by using red bit 0 , you increase the index by 1, which means that if you carefully map your color palette, you can create pseudo-bump mapping effects or metallic effects. So the metallic Sonic uses that red gouraud shading trick. But that's not all. By increasing the green gouraud value bit 5 , you increase your color bank index by So you can actually even put different banks entirely and easily swap between them. This is what I use when the metal Sonic is invincible, in addition to the red gouraud trick.
The green gouraud trick doesn't work in any emulator as far as I know. Q : What's the point of the multiplayer mode? A : You decide. Coop, racing, deathmatch, it's all up to you. The entities reset only when player 1 dies and if player 1 loses all its lives it's game over.
Player 2 can also "steal" these lives. I suggest vs gameplay. Q : How does the transparency works? A : The polygons close to the screen use RGB code 16 colors look-up tables , while the further away polygons use color banks VDP2 palette. Take that PS1! The player's shadow is using a VDP1 function, sprite shadow, which works fine since the shadow itself is just a scaled sprite.
Q : How many people worked on this game? A : That's mainly a solo work. But I do want to give credit to the following persons : Andrew75 for sharing the Project AXSX maps, Dany for the development environment and coding tips, Jollyrodger for his tips and for answering my numerous questions, Johannes Fetz the maker of Jo Engine for bringing me in Saturn development the project started on Jo Engine after watching a video of his work!
Oh, and thanks to whoever from Assemblergames who did that cool cover art for the leaked Sonic X-Treme prototype, I couldn't find you but thanks! Also, of course, huge thanks to SEGA who, of course, are in no way affiliated with this project and the Sega Technical Institute team who worked so hard on the original game! View attachment Q : Why do the textures change when I get close to them? Why does the lightning change as well? A : It's the LOD system and mipmaping system see wireframe mode.
In order to display more polygons, there is a LOD model see the earlier answer which creates uber-walls by merging as many quads as possible together and generate offline a new texture to fit.
So some 16 polygons sometimes become just 1 - with the only limitation being the octree preventing even more immense quads. So it's fast to render, fast for the CPU, and it doesn't look that bad when the base texture is good the Red sands map is a good example, while Crystal Frost is a bad one.
The gouraud shading should hopefully make it look better in the future. The lightning changes for the same reasons, since I'm currently using paletted flat lightning for the map, the LOD model has huge polygons, so the lightning can't be as smooth as the polygons closer to the screen.
Again, gouraud shading should help to hide it. Increasing the draw distance and the transition distance would help too. Q : The game doesn't display properly. Some polygons are invisible or not shaded correctly. A : Play on a real Saturn. Q : Why are some textures in the wrong orientation? A : The Saturn doesn't support texture coordinates since it's using distorted sprites for 3D instead of normal polygons with UV maps.
So the texture's coordinates are implicit, with vertex 0 being the starting "coordinate". The way around this is to manually rotate all the polygons in the wrong orientation, which is a long and tedious work. Another workaround is just to flip the texture' file in photoshop or gimp. It takes forever, so I didn't finish it. Q : The game slows down at time. Do I really need to turn off dynamic lightning?
The game is in dynamic framerate mode to prevent glitches and crashes, mainly in multiplayer mode. But you can put it in fixed framerate mode so that the Saturn A Doesn't need to manualy clear the framebuffer with a sprite each frame faster to render and B Enters pseudo-end draw mode when it sees it won't complete the drawing, usualy conveniently clipping polygons right in your face and hiding your view It will crash! Q : Why are all enemies static? Trending from CNET. Download Now. Developer's Description By VersaCheck.
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