Posted 07 February 2015 - 07:17 AM
Wow this looks amazing!
Is anyone worried about losing the 'original' state of the game though? It will be fun to play but how much of the game has been 'fixed' or 'added to'? Kinda like that beta version of windy valley that had a ton of work done to it vs the incomplete mess it was in.
As an example: Is this going to be like a release of Sonic 2 Beta where wood zone was pretty unplayable, or for example someone is completing wood zone before releasing it?
Posted 07 February 2015 - 07:55 AM
...to be honest if it has to be patched up to even function, I would prefer playing that, with the unusable mess in a friggin museum/file archive purely for archival's state.
Don't worry, Jolly Roger isn't that old woman who destroyed DiVinci's portrait of Christ. Any restoration on his part, I'm sure, is only for the best.
Posted 07 February 2015 - 10:45 AM
Also, I very much doubt that the originals haven't been backed up before commencing work on them.
Posted 07 February 2015 - 11:11 AM
All the code is backed up on multiple systems/sites, and the code I am working on is completely stored in a source control system, which allows me to track all the development and changes I make.
My plan so far has been to keep the code as close as possible to the way I found it, with only the required changes/extensions that allow it to run under modern windows, and without a NV1 board (but using OpenGL instead).
All the changes that modify the code beyond that are kept in a separate branch, so that a version of the "original" code is always buildable.
Posted 09 February 2015 - 10:04 AM
Andrew75, on 06 February 2015 - 07:31 AM, said:
You may want to speak to Nekit on that matter, He figured out the Hex data for the paths and made an exporter for vertex positions and the splines between them,
He did not figure out how the geometry followed the path , or how many polygons were created along the path, That's where I came in to subdivide the splines and to model out the path geometry and animate it by hand along Nekit's splines. ( geometry segments was an estimate, and or you could say I had to visually use the videos as a reference to get the segment amount for some of the spline sub divisions.
Edit: oops, yeah forgot to mention , I never made any viewers or anything like that, Maybe you're confusing me with someone else, haha
Sorry that's projecting my goals on what you were doing. If you go back to the original thread (the level leak with the viewer) where you decided on doing your remake - we were both discussing the file formats and stuff. You went done the remake route (which is ace!) and I started going down the new viewer route but had too much on. That's what I meant, sorry for the confusion.
Will look at sending Nekit a message on the subject if he's cool on that.
Posted 18 February 2015 - 07:55 PM
This might be the first time ever the POV version of Sonic Xtreme has been displayed running on a Saturn outside of POV or STI.
I do not have a video capture device, so I cannot capture a video of it (yet), but below you can see a picture I took of the POV Xtreme tech demo running on my Cartdev/Mirage.
It clearly shows that, while it was nowhere near a playable game, as a tech demo it definitely shows POV would have been more than capable of producing a reasonable version of Sonic Xtreme for Saturn, if they had enough time...
Posted 19 February 2015 - 03:05 AM
Posted 19 February 2015 - 03:48 AM
Posted 19 February 2015 - 05:06 AM
Posted 19 February 2015 - 06:16 AM
Posted 19 February 2015 - 09:55 AM
That's amazing, Jollyroger! It's greating seeing this after all of these years! :D
Posted 19 February 2015 - 10:16 AM
Amazing! Great work guys.
Posted 19 February 2015 - 11:13 AM
Posted 19 February 2015 - 07:07 PM
This might be a silly question but where exactly did that Saturn build come from? Was it with all the other stuff?
Posted 19 February 2015 - 07:20 PM
As a Saturn fanatic, I'm incredibly excited to see this. It looks so... beautiful.
Amazing work Jolly, this is nothing short of incredible.