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phoboz

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Posts posted by phoboz

  1. 49 minutes ago, sd32 said:

    Looking impressive already. Definitely not looking 16bit!

     

    A key for me in this type of game is how many enemies your engine can handle at once… I found most Snes beatemups boring because it could only handle 4 enemies at once… while Streets of Rage series in Sega Genesis could handle around 8 enemies at once making it so much more fun. Same with the best arcade games of this genre

     

    Anyways, looking really good. Congrats!

    I have tried using 8 enemies and 1 player (e.g. 9 characters in total), that runs fine. However, the enemies does not have much intelligence yet. Theoretically the engine could handle up to 16 characters at once (limited by the number of different palettes the Jaguar can have at the same time), but I guess 16 characters would make the game to crowded to be fun?

     

    PS. Final Fight had larger, but fewer characters than Streets of Rage. The SNES really had a hybrid 8-bit CPU, while the Genesis had 16-bit blast processing (e.g. the 68000 like the Jaguar)

    • Like 3
  2. 3 minutes ago, CD-i said:

    As I wrote on YouTube, it looks great and is a genre much needed in the jaguar library. The background artwork is impressive even in this early state.

    Please think about adding a dash function which makes these games so much more dynamic and fluid to play :)

    Nonetheless this is really amazing

    Yes we already have animation frames for a dash function, I just need to figure out how to program it. E.g. proper activation by double tap, de-activiation, and dash attack.

    • Like 3
  3. Announcing - Hammer of the Gods!

    Features:

    - Up to 3 layers of high color parallax scrolling backgrounds

    - Transparent shadows, lightening effects in CRY color mode

    - Large sprites

    - Individual palette fades per game character

     

    Credits:

    Programming: @phoboz

    Art, Music & SFX: @Eternal-Krauser

     

    You judge yourselves which genere this game belongs to?

     

    • Like 44
    • Thanks 1
  4. 7 hours ago, PFG 9000 said:

    I'm loving Asteroite so far. (Spoiler tag just in case, but I think I've kept this vague enough:)

      Reveal hidden contents

    I'm maybe one hour in, and so far I've collected seven upgrades and expansions and beat a few bosses.  I think I may have done a couple soft sequence breaks, all by way of the second movement upgrade, but of course I won't really know if they're sequence breaks or intended progression paths until I'm much more familiar with the game.  But just the fact that this game makes me feel like I'm sequence breaking is a big plus for me.

     

    Spoiler

    Yes, there are multiple paths you can take in this game, including seemingly breaking the sequence. After a while you will eventually need to backtrack to retrieve the missing items, or you will spend much more time trying to go along without them. We kept this option, because it adds one additional dimension to the game.

    A different kind of challange for you?

    Try to reach the end screen with as low completion percentage as possible.

    • Like 4
  5. 10 minutes ago, alucardX said:

    As with OpenLara, if it can run on the GBA with chipset specific routines and optimizations, then perhaps this could also run in some form with enough work.

    Yes, if you write a 3D engine to support it. I checked more on the PSX version, and rendering is done by custom hardware, and/or missing support libraries. In the Windows version there are x86 assembly files for a soft 3D engine, but these x86 assembly files won't be of much use in the Jaguar version. So again, a custom made 3D engine for Jaguar is what is missing, and the game specific files written in C could run on the 68000 CPU (if it is fast enough for this, because the game specific files contain some calculations as well)

    • Like 4
  6. On 3/27/2022 at 6:05 PM, alucardX said:

    The source code for Wipeout is released:

     

    https://illusion.64history.net/2022/wipeout-psx-windows-source

     

    If someone could rewrite the code for the Jag then different assets could be applied and a wipeout like game could be made.

    Checked the PSX version, and it is written in the C programming language (this means that the 68000 CPU will do the 3D math). So a port may show similar performance as Open Lara, and my first Reargunner 2000 demo (best performance was one flat shaded pyramid at 50 FPS). So I already attempted this path before the current 3D project we are working on now:

    PS. Even it would have been MIPS assambly, it still is a challange to port to JRISC assembly.

    • Like 2
  7. 3 hours ago, saboteur said:

    A few questions for phoboz -whats the differnce in performance hit of textured vs non textured models in your experience ?

     

    Also, not sure if you experimented, but how much of a hit does gouraud shading impart on performance ?

     

    It's great to see how much you've been outputting for the jag.

     

    Once you've completed this, will you do a write up of how you did it ( tools used, gotchas to avoid etc... ) as i for one would find it very interesting.

    Texturemapping reduces the performance with 30-40%.

    Gouraud shading has little to no impact on performance, besides from the extra normal calculation per vertex vs. per polygon.

     

    We may share the 3D engine (source code) as a plugin to the Removers' library, after a first game has been released using this engine. 

    • Like 2
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  8. 35 minutes ago, Punisher5.0 said:

    Metal Slug X is considered an updated version of 2. Two had a lot of slowdown on all hardware.

    Yes, it actually has severe slowdowns even on the NeoGeo MVS, the system it was designed for. Metal Slug X is a little bit better, but still some slowdowns (besides from that, I don't like the palette they switched to in the X version. The desert is some kind of blue/purple color)

     

    Metal Slug 3 is way more playable.

     

    Actually I think that the Metal Slug series is a little bit overrated, because the main character's sprite is quite small (neither do I like the proportions of it), and it's very easy to loose track of where you are on the screen, especially in 2 player mode (and then I also play on an arcade cabinet with 25 inch screen)

     

    I am a bigger fan of Contra III/Super Probotector on the SNES. I have beaten that game once on HARD, with 3 LIVES. A game must have something very special for me to play it so much, because no one can doubt that this is one of the hardest games ever made. I even dreamt that there would be some kind of secret code on the end screen in that mode. Some code you could show to a retailer, and get another free game as a reward. Unfortunately, it turned out to be nothing, but the end BOSS started to chase you on your way out, which it doesn't in the easier modes.

    • Like 2
    • Confused 1
    • Sad 1
  9. 8 hours ago, grips03 said:

    In the flicker in your video only because its youtube? 

    It's because filmed it from a CRT monitor using a smartphone. The RMW objects does not show up in the Project Tempest emulator I used before, and the sound engine does not work in Virtual Jaguar. So I had to play it on a real Jaguar.

     

    - Are someone working on improving the Atari Jaguar emulators?

     

    I see the latest update for Virtual Jaguar was 2014, and for Project Tempest it was 2004.

  10. 2 hours ago, Zerosquare said:

    practice:

    - if the intensity of the RMW object is in [0...127], the pixel gets brighter. Otherwise it gets darker, as [128...255] gets interpreted as [-128...-1].

    - for X and Y, the values of the RMW object shift the color left/right (X parameter) and up/down (Y parameter) in the color square. As they are offsets, it doesn't map simply to the color of the RMW object itself. For example, if you don't want to change the color of the pixel, you need X=0 and Y=0, which would be blue for a normal CRY object.

    I finally understood that a gradient of blue color from zero to half intensity is what I want in order to get a regular white light, with increasing intensity.

     

    Tested in the game, and it looks very nice, thank you!

    • Like 2
  11. 8 hours ago, Zerosquare said:

    Try it with a sprite with no color (only shades of gray) first.

    If it doesn't work, your conversion settings are wrong (you may have selected RGB instead of CRY, for example).

    If it does, read up on how RMW objects work. The way it works for the color components (C and R) isn't obvious, and unlike traditional alpha blending.

     

    When drawing it over a black background, the sprite looks more or less as is does in GIMP. So it must be that I don't understand how the colors blend?

     

     

    Is it in the developer documentation I can read more about how RMW objects work?

     

    It's a CRY image, so I am quite sure that I am running in CRY mode.

     

    PS. Previously I tried a greyscale sprite over an image with 2 parrots ?, then highlight was red.

    • Like 1
  12. Some people got a little bit worried when I announced Shadow Kingdom (see below)

    - Stay calm, I am working on 3D!

     

     

    Unfortunately I had to capture this using smartphone and sound trough headphones. Because 3D games does not run in Atari Jaguar emulators, e.g. I have to run it on a real Jaguar.

     

    Apparently you have to wait a lot longer for this 3D game than for the other game I announced. So I wanted to give you something in between:

     

     

    PS. I hope you recognize the ship from the first Atari Jaguar game I made e.g. Wormhole 2000?

    • Like 26
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  13. Some people asked why flip screen scrolling is used in this game?

    The idea is this the game shall be like a mix between an action RPG and a pure action game like Xeno Crisis, Smash TV etc.

     

    Therefore I made this little bit more intense demo to illustrate this.

     

    • Like 4
  14. 2 hours ago, agradeneu said:

    you gave yourself the perfect answer why comparing PC RAM/specs to a console is not really a reasonable idea?

    All modern stationary consoles are using PC hardware, but in the past it was different as you could see above. The consoles also had different type of games than PCs in the past.

     

    That is not a reason to say you cannot make an arcade perfect port on a home console, but it may require some rework given the different (usually lower cost) hardware. Many times that process also included reducing color, resolution and he number of animation frames for the graphics. Then the result is not arcade perfect anymore...

  15. 46 minutes ago, tonma said:

    Why do you not directly play the perfect neogeo version !

    I do play directly on a 4 slot NeoGeo MVS arcade candy cabinet, but it is interesting from a technical perspective to have 2D games of the same quality as 16-bit arcade games.

     

    Personally I prefer many of the Capcom Play System 2 games, simply because they are better games than many of the SNK titles. Actually many CPS2 games have arcade perfect ports on the Sharp X68000 computer (these games were even developed on this computer) The X68000 has 2 MB of RAM (in standard configuration) just like the Jaguar, so the library of games for that computer would be a good March for the Jaguar. However, I doubt it is possible to get access to the original assets, and the source code for these games?

    • Like 1
  16. 1 hour ago, agradeneu said:

    I think this is the palette, not the color space of the sprites. 

    32768 is not 16 bit, its more like 15 bit and the SNES has the same color space.

    16 bit color space are 65.000 colors.

    The approach of the SNES is to have a powerful graphics chipset, and to save cost by putting in a really cheap (weak) CPU. The SNES CPU is more of an extended 8-bit CPU with some 16-bit registers.

    While on the PC, the CPU has to move every single pixel between memory and framebuffer for every frame. That's why the game requires a more powerful CPU on the PC.

     

    https://www.copetti.org/writings/consoles/super-nintendo/

    • Like 2
  17. 1 hour ago, agradeneu said:

    Mortal Kombat 2 plays fine on a SNES. Its quite close to the Arcade version, I would not call it "crippled" by any means. And a SNES has 128Kbyte main RAM.

     

    PCs usually need a lot of RAM for the OS alone, consoles were much more efficent  -  so it's even like comparing apples with gigantic water melons this time ;-) 

     

    You could also argue that MK2 needed an 100 MHZ CPU on PC and thus had no chance to run on a machine with a measly 3MHZ CPU like the SNES.

    But it does. 

     

    Yes I agree that the SNES port of Mortal Kombat II was playable, and it also featured gore which the predecessor didn't on SNES.

     

    Unfortunately the graphics didn't even come close in my opinion, because the Midway T unit had both higher resolution, and 16-bit color (while the SNES has 8-bit color)

    • Graphics: 400×254, 32768 colors, 53.20 Hz

    Of course such assets would require twice the ammount of memory only for the double color depth, not even considering the larger high resolution sprites.

     

    In addition to less fluid animations, the SNES version completely lacked the larger animated sprites like the growling trees in the background on the forest level (if I remember it correctly?)

     

    Nevertheless, both SNES and Genesis have quite impressive hardware for hadling tiled graphics. Which is a very memory efficient way to store large images built up by smaller repetitive pieces. This was a winning concept further built upon from the NES 8-bit era.

    • Like 1
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