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Retro-Sonic 2007 Beta Mac OS Build (Finally) + RSXG Tidbits

Discussion in 'General Sonic Discussion' started by The Taxman, Feb 6, 2008.

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  1. The Taxman

    The Taxman

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    Yep, after digging up the Pre XG merge build again... I finally sorted out a Mac version.

    Go here to get it

    It's pretty much identical to the SAGE 2007 build, so there's no point in bug finding (unless it's a critical OSX crash or something) since the Retro-Sonic XG build is now months ahead of that one.

    Speaking of which, I may as well spruik a W.I.P few screens while I'm at it!

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    So yeah... Enjoy!
     
  2. GHNeko

    GHNeko

    sega stockholm syndrome Member
    Awesome, but is there an exact replica for Windows, seeing as I can see that these screens are more recent, I guess the version is too, but the windows version I has is pld.

    Awesome job though. I know a few mac users that might wants this.


    EDIT: Nevermind. Found it. Wiin.
     
  3. Flare

    Flare

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    Definitely will be downloading this on my new Mac, heh.

    Mind I ask which API you are using to program with that you are able to port between Windows and Mac?
     
  4. The Taxman

    The Taxman

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    Well, I use my own custom graphics code, which 'plugs in' to any graphics API with ease. So on windows I use directx7 and on OSX I use SDL.

    Sound on Win/Mac is handled via the BASS lib, which is multi-platform

    The Dreamcast version is a bit different, I had to write hardware specific versions of Gfx/Sound/Input etc. That's why I won't be updating the dreamcast version until later.
     
  5. Flare

    Flare

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    Ah thank you, I have started learning about SDL, because I am more often on the Mac and wanted something cross platform, but I was reading that it doesn't give as much power as other APIs, and I didn't want to find it turning out slow and useless.
     
  6. Qjimbo

    Qjimbo

    Your friendly neighbourhood lemming. Oldbie
    that's great to see you've merged with XG, I always thought their graphics were sort of "wasted" in the engine they were using before.
     
  7. Lightning

    Lightning

    indeed Tech Member
    Would it be easy/possible for you to make a Linux/SDL build?
     
  8. Sik

    Sik

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    Aw, the version I have doesn't have Sonic & Tails :) I need an update for this one. Windows version. Or what, because it's Windows it should be ignored? :P (childish attitude found)
     
  9. Athelstone

    Athelstone

    Oldbie
    Great to see progress on this, thanks Taxman. And good job porting the XG levels, congrats to Euan as well.
     
  10. Lostgame

    Lostgame

    producer/turnablist. homebrew dev. cosplayer. Oldbie
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    The O.I.C.
    Tested on:

    -MacBook Pro, 2.6ghz/4GB
    -MacBook 2.0/1GB
    -iBook 1.24/768 MB

    Runs quite fine on all of them, nice to see!
     
  11. Sik

    Sik

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    Er, just now I noticed it's RetroSonic XG. I have pure Sonic XG and RetroSonic, not the mix between them XD By the way, I want it yet :P
     
  12. muteKi

    muteKi

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    Is that the chaotix "big ring drop" power up I see there?
     
  13. The Taxman

    The Taxman

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    The windows version of the 2007 beta is on the same page man.

    Yeah, it's in the 2007 build as well
     
  14. McAleeCh

    McAleeCh

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    Awesome to see something new on Retro Sonic - I was just wondering the other day about how this was coming on since it merged with XG. = ) Looks like things are coming along well from the screens, though I still have mixed feelings about XG's HUD. Although the bar at the top showing power-ups is much less cumbersome than the side-bar XG's previous incarnation had, I still feel the Chaotix-style method of having the icons appear only when needed is less intrusive than giving them a permanently-active HUD area.

    One thing I've been meaning to ask since the two projects merged shortly after last year's SAGE: are any levels from the original Retro Sonic gameplan surviving into the new RSXG project? I've loved what I've seen of XG's levels throughout its development so far, but it'd be a shame to lose levels such as Egg Garden, which seemed basically completed from the 2007 Retro Sonic demo.

    Either way, though, the project's still showing great promise. = ) Retro Sonic's engine was pretty damn accurate from the last demo, and the style of XG has always been something I've liked. Combining the two should hopefully form a winning formula.
     
  15. Sik

    Sik

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    Ouch I though only the Mac version was >_<
     
  16. ICEknight

    ICEknight

    Researcher Researcher
    I was wondering something... Are you guys going to add a filter so the vertical color lines (in waterfalls and some background elements) and all the dithering will blend and create new colors and transparencies, like in the old games? I'm asking because, you know, those weren't intended to be seen.

    [EDIT]
    I mean, when they'd make something like this:
    [​IMG]
    They really meant something more like this to be shown on the TV:
    [​IMG]
    [/EDIT]


    Looks great as always, by the way.
     
  17. Sik

    Sik

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    The problem is that blurring goes in one sense there, so you can't center it. However most emulators do that because it's easier. Fusion has an alternate algorithm which takes three columns instead of two and hence can be centered properly. But I don't think it's just an average.

    This may do:
    Code (Text):
    1. color = (pixel[x][y] >> 1) + (pixel[x-1][y] >> 2) + (pixel[x+1][y] >> 2)
     
  18. Qjimbo

    Qjimbo

    Your friendly neighbourhood lemming. Oldbie
    Another thing that would be great (which I imentioned to Taxman a while ago) would be hq3x filtering.
     
  19. Tweaker

    Tweaker

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    hq3x looks dreadful. I think the game is fine as-is, and there's no need to overcomplicate everything with bloated visual effects.
     
  20. Sik

    Sik

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    Instead of HQ3x normal bilinear filtering (a stupid interpolation, c'mon :P) should be done. See, that's how I have Fusion configured because that's the way it matches the most on TVs (at least on my TVs :P): bilinear, blurring, no scanlines. That's it.

    It should be possible to disable those effects in the game through :P
     
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