don't click here

All Programming Discussion

Discussion in 'Sonic 2 HD (Archive)' started by Athelstone, Apr 24, 2008.

  1. SwissCM

    SwissCM

    Member
    Are pixel shaders a possibility in the future? For example, Sonic's shield could have a pulsating effect that adds a subtle warp around it. Also, stuff like the underwater raster effect could be easily simulated with shaders. Heat haze off fire is another neat idea.

    Also, a particle system may be worth looking into for explosions, water splashes and smoke puffs.
     
  2. Tweaker

    Tweaker

    Banned
    12,387
    2
    0
    what WHAT WHAT

    No fancy graphical effects, please! The original game didn't need them, and neither do we.
     
  3. SwissCM

    SwissCM

    Member
    Haha, just a suggestion. However, I do have to say that since a lot of the original artwork was made for 320x224 output via composite, there are some irregularities that you may have to find workarounds for. For example, the sheild pulsating effect discussed earlier would look poor if upscaled and shown on a progressive display. Explosions can look like paper cutouts when upscaled too.

    However, emulating Raster effects with pixel shaders wouldn't be too far fetched would it?

    EDIT:
    Waterfalls take advantage of that striped translucency effect that the genesis video encoder causes. Do we use straight translucency or something more complex?
     
  4. drx

    drx

    mfw Researcher
    2,254
    350
    63
    :rolleyes:
  5. Tweaker

    Tweaker

    Banned
    12,387
    2
    0
    50hz is much, much slower than 60hz. It's very uncomfortable for me to try and play.
     
  6. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
    19,241
    974
    93
    Long-term happiness
    Random, but why did Weird Person put a tsu on the end of his writeup? =P

    ?
     
  7. PsychoSk8r

    PsychoSk8r

    PsychedelAnt | Tone Turner Oldbie
    2,642
    57
    28
    Birmingham, UK
    30 Day Project: Revisited.A New Release!
    If you read it, it says Wierd Persom. =P
     
  8. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
    19,241
    974
    93
    Long-term happiness
    The username on the board doesn't >=P
     
  9. Vangar

    Vangar

    Member
    3,654
    62
    28
    Story of my PAL life.
     
  10. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
    19,241
    974
    93
    Long-term happiness
    Gods, how many of us can say that...
     
  11. muteKi

    muteKi

    Fuck it Member
    7,852
    131
    43
    I think the point to that one post is that such a transparency effect will only work at a rate of 48Hz or greater. Anything lower will just look like blinking rather than transparent.
     
  12. Puto

    Puto

    Shin'ichi Kudō, detective. Tech Member
    2,013
    0
    16
    Portugal, Oeiras
    Part of Team Megamix, but haven't done any actual work in ages.
    Personally, I feel a very big difference when playing S1 at 50fps (even with a hack to keep the music at normal speeds), a smaller difference when playing S2 at 50fps, and interestingly enough, I don't feel any difference at all when playing S3&K at 50fps.
     
  13. The Taxman

    The Taxman

    Tech Member
    673
    7
    0
    Retro Engine & Related Projects
    Heh I know exactly what you mean, it's probably because S3&K has the least amount of speed capping on the player.
     
  14. ICEknight

    ICEknight

    Researcher Researcher
  15. Cooljerk

    Cooljerk

    NotEqual Tech, Inc - VR & Game Dev Oldbie
    4,505
    201
    43
    Mm, indeed my engine does do that.

    One of the major reasons I advocate a palette.
     
  16. ICEknight

    ICEknight

    Researcher Researcher
    Cool... So I guess the Super Sonic frames should be drawn in blue from now on?
     
  17. Cooljerk

    Cooljerk

    NotEqual Tech, Inc - VR & Game Dev Oldbie
    4,505
    201
    43
    they could be. Keep in mind that, in my engine, color is separate from the art. So you could draw him green if you'd wish, because it's all the same to my engine.
     
  18. ICEknight

    ICEknight

    Researcher Researcher
    Yeah, but the buckles share some of the yellow colors, which would also glow with him. Making his body blue would avoid this kind of stuff.

    EDIT: Something like this.
    [​IMG]
     
  19. Cooljerk

    Cooljerk

    NotEqual Tech, Inc - VR & Game Dev Oldbie
    4,505
    201
    43
    Ah, good thinking. Yeah, I'd say you could draw him blue without fear.
     
  20. JoseTB

    JoseTB

    Tech Member
    716
    59
    28
    A 256 palette might be a bit limiting, specially if objects, hud, character, etc are supposed to have their borders antialiased. I would suggest to work on a framebuffer based system rather than using a palette - that's it, to work using pixels rather than palettes. That would complicate things for animated palettes but there's still the possibility to do color search and replace to achieve a similar effect. Well, heck, one could actually even emulate a real 32bit virtually endless palette. And yeah, that might be slower, but the good part is that palette animation effects could be performed using a 32bit color output.

    Just my opinion, I guess it's a matter of testing both methods, but I'm not seeing it with a palette limited to 256 colors.