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- Member Title:
- Gotta go dash!
- Age:
- 19 years old
- Birthday:
- July 1, 1993
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Male
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- Guitar, Ponies
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segaloco
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Previous Fields
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Midway the Ec... 
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01 Jul 2012 - 08:23 -
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Posts I've Made
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In Topic: Development Hardware Database
05 December 2012 - 10:12 AM
Well what I was thinking was have a small blurb of the piece on the console page like I added to the Mega Drive and Mega CD pages, then link to the development hardware page (to be authored) that has more details about specific aspects of each piece of hardware as well as detailed photos and (with permission) downloads of the drivers and environments for use with each. -
In Topic: Laserdisc Visions
27 November 2012 - 04:44 PM
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In Topic: Sonic Xtreme E3 1996 promo video
19 November 2012 - 04:15 PM
Andrew75, on 17 November 2012 - 08:56 AM, said:Both the PC version (fisheye engine) and Saturn boss engine were initially meant to be used together in a single game.
The PC version with Fisheye only got about 1 fps on Saturn hardware according to Mike Wallis.
There was a recorded interview on Sonic Cult some years back with Mike Wallis, some of it went in depth with the development time line, and the 2 engines.
Anyways it was not until later that one of the visiting sonic team members ( forgot who) pointed out which version of the engine should continue. that being the Boss engine for saturn.( make this one the game he said, ((Err or something))
Skip ahead to after Xtreme was canceled, Chris and Ross continued work on the PC version to pitch at Sega's PC division.
I'm missing lots of details here, but yeah I'm lazy today hahah.
Well the Saturn version of the fisheye engine was ported by some crappy third party group, hence why it ran so badly, they didn't understand the peculiarities of the Saturn nor the depth of Ofer's engine as they had not been involved with either. As for the boss engine I swear Coffin had been working on that one after seeing the NiGHTs engine (yes seeing, although it's been dispelled before I'll say it again, the NiGHTs engine itself was never a part of the Sonic Xtreme codebase, it was just inspiration). Ofer and Chris's team on the other hand were working on the PC version, Sega wanted the two squashed together, but that didn't happen after that company botched the Saturn port of Ofer's engine, so they carried on independently until the project died :P -
In Topic: Sonic Xtreme E3 1996 promo video
16 November 2012 - 07:59 PM
Well I find it interesting that the videos they had at E3 were demoing the crappy Saturn port of Ofer's engine that turned Sega off to his ideas on the Saturn, but then the playable demo was Coffin's more tame engine. That is the same engine you see in that tech demo that was released of Xtreme on ASSEMbler some time ago. Both used the same set of sprites (supplied by Ross Harris) but were otherwise totally independent of one another in development and concept for much of their early lives. It was only after Sega realized "Oh shit we've got two development teams splitting their resources to work on two totally isolated versions of the same game" that they started pressuring the two teams to come up with some sort of meshing of the two, leading to the use of Ofer's engine for general levels and Coffin's for bosses. Still, I have to wonder if that was the plan in 1996 at E3 or if they were just like "Hey let's show videos of one version and demo the other" -
In Topic: Sega Retro Scan Drive
23 August 2012 - 06:57 PM
http://imgur.com/a/1XkUs
Here are some scans I did, 600dpi scaled to 300 dpi and cropped the best I could. I hope this is helpful.
Edit: sorry, I think this is the wrong topic, if someone can move that'd be helpful
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