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The SX Engine Recreating the Sonic Xtreme executable (now open source!)

#61 User is offline Mad Echidna 

Posted 31 January 2011 - 12:54 PM

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QUOTE (kazade @ Jan 31 2011, 09:17 AM)
If anyone wants to try this under Wine, you need to install the D3DX dlls using Winetricks. I got as far as attempting to load from the folder that I don't have. Where do I get the level files?


They are in the first post of the Xtreme def files thread that Scarred Sun made last year.

#62 User is offline RGamer2009 

Posted 31 January 2011 - 01:13 PM

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QUOTE (Uhyve @ Jan 29 2011, 08:40 PM)
Hadn't thought of that, texture scaling could be interesting. But yeah, I'd probably end up preferring the original look aswell, so used the blocky textures now.

PS Dunno if people are interested at this point, but I've uploaded a compiled build:
http://code.google.com/p/sx-engine/downloads/list

Question: Where do I get this SONCBOOM folder? It won't run without it.

EDIT: WAIT. Scratch this. I think I know what I should be looking for.
This post has been edited by RGamer2009: 31 January 2011 - 01:14 PM

#63 User is offline Uhyve 

Posted 31 January 2011 - 01:28 PM

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Yeah, you can find it here:
http://forums.sonicretro.org/index.php?showtopic=18538

I just wasn't sure about the copyright risks, so I figured I wouldn't distribute the program with it. Though really, Sega could probably still take down the project if they wanted to, but for a big company, they've seemed pretty cool about community projects.

Edit: Oops, missed Mad Echidna's post.
Edit 2: I'll be interested whether or not it'll work in Wine, it'd be nice to see it working in Linux, though native support would obviously be better.
This post has been edited by Uhyve: 31 January 2011 - 01:38 PM

#64 User is offline RGamer2009 

Posted 31 January 2011 - 01:37 PM

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QUOTE (Uhyve @ Jan 31 2011, 01:28 PM)
Yeah, you can find it here:
http://forums.sonicretro.org/index.php?showtopic=18538

Just wasn't sure about the copyright risks so I figured I wouldn't distribute the program with it.

Edit: Oops, missed Mad Echidna's post.
Edit 2: I'll be interested whether or not it'll work in Wine, it'd be nice to see it working in Linux, though native support would obviously be better.

Alright, I have the folders in their proper locations, yet the program refuses to work. What am I doing wrong?

#65 User is offline Mad Echidna 

Posted 31 January 2011 - 01:39 PM

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QUOTE (RGamer2009 @ Jan 31 2011, 10:37 AM)
QUOTE (Uhyve @ Jan 31 2011, 01:28 PM)
Yeah, you can find it here:
http://forums.sonicretro.org/index.php?showtopic=18538

Just wasn't sure about the copyright risks so I figured I wouldn't distribute the program with it.

Edit: Oops, missed Mad Echidna's post.
Edit 2: I'll be interested whether or not it'll work in Wine, it'd be nice to see it working in Linux, though native support would obviously be better.

Alright, I have the folders in their proper locations, yet the program refuses to work. What am I doing wrong?


Maybe you could be a little more specific? When I tried to run it last night I got a bunch or render errors and the program never actually ran, 4 or 5 different errors saying stuff like "can't run shader" "can't start 3d" or whatever. Can't remember exact wording but I can double check it when I get home.

As far as redistributing the original assets, yeah Sega won't give a shit, but it's probably good practice to keep it separate anyway, in the vein of other similar open source projects such as FreeCraft/Stratagus. Who knows, maybe this engine will take off and someone will make unique content for it.

I can't say enough how happy I am that you chose to restore the original game rather than make a clone from scratch. It's driven me mad since the def files were released that no one was looking in to such a thing.
This post has been edited by Mad Echidna: 31 January 2011 - 01:43 PM

#66 User is offline Uhyve 

Posted 31 January 2011 - 01:42 PM

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I'd guess it's some DirectX component that's out of date. If you run the web installer, it should just update the stuff you need:
http://www.microsoft.com/downloads/details...6a-9b6652cd92a3

I have the newest SDK installed, so the compiled program needs the newest DLLs. I'm sure there's a way to stop people needing to do this, might look into it.

#67 User is offline RGamer2009 

Posted 31 January 2011 - 01:44 PM

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Ok, well I put the folders where the readme instructs, then I start the program, and literally nothing happens. The program doesn't even start.

EDIT: I just did that before you posted it, and I am 100% up-to-date.
This post has been edited by RGamer2009: 31 January 2011 - 01:44 PM

#68 User is offline Uhyve 

Posted 31 January 2011 - 01:50 PM

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QUOTE (RGamer2009 @ Jan 31 2011, 06:44 PM)
Ok, well I put the folders where the readme instructs, then I start the program, and literally nothing happens. The program doesn't even start.

Damn, so it just silently quits, that's really confusing. I added something a while back to throw up an error if it was failing at creating the graphics stuff and there's one for if it can't find the SONCBOOM folder. I'll have a think about it. While annoying, it's probably for the best that I'm getting some debugging info, I've only tried it on 2 computers so far.

QUOTE (Mad Echidna @ Jan 31 2011, 06:39 PM)
Maybe you could be a little more specific? When I tried to run it last night I got a bunch or render errors and the program never actually ran, 4 or 5 different errors saying stuff like "can't run shader" "can't start 3d" or whatever. Can't remember exact wording but I can double check it when I get home.

I can't say enough how happy I am that you chose to restore the original game rather than make a clone from scratch. It's driven me mad since the def files were released that no one was looking in to such a thing.

Yeah, I always assumed someone would be working on that, probably why I took so long to try myself.

*sobs*
More errors, ack. Shader problems could be fixed pretty easily though, I could make the program disable shaders by default (with the option to enable them in the config). At the moment it's using Pixel Shader 2.0, but I know that even some surprisingly modern onboard cards can still be quite fussy and I was hoping to make it more compatible with older machines at some point anyway.

Edit: I'm starting to think alot of these problems are caused by my DirectX initialization, even though I thought I was catching those errors. I'll have to start grabbing the graphics adapter specs and using those for the max settings.
Edit 2: Out of curiosity, has anyone got it working? If not, then that would actually be quite interesting and possibly helpful to know about.
Edit 3: Probably no more updates tonight, gonna go to bed (yes it's quite early here aswell), but I didn't sleep last night and I'm starting to get alittle loopy... specialed.png
This post has been edited by Uhyve: 31 January 2011 - 02:52 PM

#69 User is offline FraGag 

Posted 31 January 2011 - 07:10 PM

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SX Engine.exe works fine for me. SX Engine_d.exe doesn't start up because I'm missing some debug DLLs (D3DX9D_43.DLL, MSVCR90D.DLL and MSVCP90D.DLL — I used Dependency Walker to get that information).

#70 User is offline Mad Echidna 

Posted 31 January 2011 - 08:05 PM

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Maybe it would be a good idea to port this to OpenGL or SDL before you go any further, especially since you want it to be cross platform. If you don't know how to program for OpenGL and/or no one wants to help you, another option is using the Wine d3d instead of Microsoft's direct x implementation. It works just fine on Windows. http://www.nongnu.org/wined3d/
QUOTE
Although primarily designed for use in Wine, WineD3D can also be used on native Windows. This has a number of advantages over using Microsoft Direct3D:

  • You're free to use it for any purpose, study what it does, modify it to suit your needs, or share it with your friends.
  • It can implement versions of Direct3D for Windows versions that Microsoft doesn't want to support (e.g. D3D10 on XP/2000/9x).
  • Since it relies on OpenGL, it can provide Direct3D without need for specific D3D drivers (notably, on VMs like VirtualBox or QEMU).

This post has been edited by Mad Echidna: 31 January 2011 - 08:06 PM

#71 User is offline Uhyve 

Posted 01 February 2011 - 02:01 AM

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QUOTE (Mad Echidna @ Feb 1 2011, 01:05 AM)
Maybe it would be a good idea to port this to OpenGL or SDL before you go any further, especially since you want it to be cross platform. If you don't know how to program for OpenGL and/or no one wants to help you, another option is using the Wine d3d instead of Microsoft's direct x implementation. It works just fine on Windows. http://www.nongnu.org/wined3d/
QUOTE
Although primarily designed for use in Wine, WineD3D can also be used on native Windows. This has a number of advantages over using Microsoft Direct3D:

  • You're free to use it for any purpose, study what it does, modify it to suit your needs, or share it with your friends.
  • It can implement versions of Direct3D for Windows versions that Microsoft doesn't want to support (e.g. D3D10 on XP/2000/9x).
  • Since it relies on OpenGL, it can provide Direct3D without need for specific D3D drivers (notably, on VMs like VirtualBox or QEMU).


Huh, I've never heard of that before, that's a really cool idea. I suppose there's no reason not to use it...
I still feel like I would prefer using native OpenGL for some reason, I'mm not sure why, I bet there wouldn't even be much of a speed difference. I'll give Wine a go though.

QUOTE (FraGag @ Feb 1 2011, 12:10 AM)
SX Engine.exe works fine for me. SX Engine_d.exe doesn't start up because I'm missing some debug DLLs (D3DX9D_43.DLL, MSVCR90D.DLL and MSVCP90D.DLL — I used Dependency Walker to get that information).

Well that's good. Hadn't occurred to me that the debug version wouldn't work, it was compiled with the SDK DLLs, so you need the SDK, I probably shouldn't include that version in the future. There's not much extra in the debug version other than missing textures getting replaced by a default texture and the debug text being enabled by default... it's also quite a bit slower.
This post has been edited by Uhyve: 01 February 2011 - 02:01 AM

#72 User is offline n00neimp0rtant 

Posted 01 February 2011 - 10:05 AM

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QUOTE (Uhyve @ Jan 27 2011, 11:05 AM)


Something about that "Jade Gully" stage card actually being part of the 3D scenery has always been kind of...unsettling to me, if not a little bit creepy...

#73 User is offline Uhyve 

Posted 01 February 2011 - 10:35 AM

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Heh, it is a bit weird looking. Though, it's got a hex dump, so I guess that's the info for it flying away.

#74 User is offline kazade 

Posted 03 February 2011 - 07:26 AM

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QUOTE (Uhyve @ Feb 1 2011, 07:01 AM)
QUOTE (Mad Echidna @ Feb 1 2011, 01:05 AM)
Maybe it would be a good idea to port this to OpenGL or SDL before you go any further, especially since you want it to be cross platform. If you don't know how to program for OpenGL and/or no one wants to help you, another option is using the Wine d3d instead of Microsoft's direct x implementation. It works just fine on Windows. http://www.nongnu.org/wined3d/
QUOTE
Although primarily designed for use in Wine, WineD3D can also be used on native Windows. This has a number of advantages over using Microsoft Direct3D:

  • You're free to use it for any purpose, study what it does, modify it to suit your needs, or share it with your friends.
  • It can implement versions of Direct3D for Windows versions that Microsoft doesn't want to support (e.g. D3D10 on XP/2000/9x).
  • Since it relies on OpenGL, it can provide Direct3D without need for specific D3D drivers (notably, on VMs like VirtualBox or QEMU).


Huh, I've never heard of that before, that's a really cool idea. I suppose there's no reason not to use it...
I still feel like I would prefer using native OpenGL for some reason, I'mm not sure why, I bet there wouldn't even be much of a speed difference. I'll give Wine a go though.


Porting to SDL/GL outright wouldn't be too difficult, the trouble I had is that the code isn't written to support multiple rendering backends etc. so basically it'll mean having two separate versions which isn't really maintainable.

If you do decide to go the SDL/GL route, then use my math library: (http://launchpad.net/kazmath) it'll save you a bunch of time I haven't compiled it on Windows recently but it should work. Many of the D3DX functions are there but with a different prefix (km) or name. It's a C-library rather than C++ though. Also, look at the SOIL image loading library.


#75 User is offline Azookara 

Posted 03 February 2011 - 10:48 AM

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QUOTE (n00neimp0rtant @ Feb 1 2011, 09:05 AM)
QUOTE (Uhyve @ Jan 27 2011, 11:05 AM)


Something about that "Jade Gully" stage card actually being part of the 3D scenery has always been kind of...unsettling to me, if not a little bit creepy...

Actually, that part isn't nearly as creepy as the millions of stretched out "Good Job!"s all over the finish line. psyduck.png

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