Don't know if I've said anything in the previous 24 pages, but it's great seeing the progress on this! Thank you for everything that you are doing to get this working!
Transparencies now seem to be fixed for 24 bit textures. Background color is now set to the correct one. Animated textures work fine, the waterfalls and the water on the floor animates correctly. Implemented a first pass of the code to cache and reuse textures with dynamically varying palettes. (Needs some more work like adding translucency for the water and waterfalls, and disable the transparencies for the leafy block front faces.) Well guys it's getting there !
So remind me again because there's a lot of pages to go through, but will it be feasible to get this ported well to Saturn, or will that limit of 2kb of textures be a tough fix without a good Saturn expert?
You only had to go back to yesterday for the answer to that. It sounds like an attempt will be made. (But the Windows port will always be better)
So, basically, we figure out this engine as fast as we can and then build a clone in Unity to finish up the project and release it multi-platform? :3
...OR you could just wait to play Andrew75's fantastic Project AXSX since he's been re-creating the entire game from scratch using SGDK in Unreal!
Why port it to unity when you get the real engine ported to windows that is specifically optimized for sonic xtreme without the overhead of a bloated engine like Unity and UDK. It's lean and mean the way it is, And would also be easier to port to multiple platforms as is. As for AXSX, it's more of "A mix of" Classic Sonic gameplay tossed together with X-treme's concepts. Of course I've already re-constructed all the known levels for X-treme, (minus 1) and they will be in there, but than again its not really 100% X-treme. Sure you'll run around in the same levels and all, But they wont be exactly the same, Since there aren't any complete levels for X-treme. One of AXSX's goals is to add additional content into levels to make some of them feel a little more finished. According to Chris Senn every single level we've seen footage of were all just test levels that were quickly tossed together. Anotherwords there has never been a truly finished level. It's UPDATE TIME !!! Translucent blend textures and effects are in the house ! (Also fixed are transparent and translucency issues for textures that shouldn't have had them) Its Bonus time ! Spoiler Some New never before seen (and super interesting) textures from JollyRoger's leak. (sure this is running in AXSX in UDK, but hell it was easy to take a screenshot as I was working on porting the new materials over to UDK.) We are looking at the Metallic platforms here just to be clear. If one notices, the textures are renders of a 3D model. ( Some really nice ideas were used in X-treme that's for sure) If you look over to the left , you can see the item monitors I made using the same principles.
Nice work! Great to see updates coming so quickly! Hopefully Saturn USB style controllers will be compatible with the PC version
Hey, isn't that a Green Hill palmtree in the background? Thanks for all of you guys' hard work, it's amazing the speed you guys are going to get the leak in a completely functional/playable state!
Not only have you guys made great progress in porting the game, from the looks of things it's running at a solid framerate too! You guys are awesome.
Spoiler http://youtu.be/f9EUDlC6vsI What?! No front page news ?! I'm looking at you Retro ! This is Long lost gameplay we're talking about here! Now that you've seen version 37 the movie..Now feast your eyes on Version 40 running on modern Windows ( yes folks that means fisheye ) Special Thanks to JollyRoger for sharing progress as it happens.
I've been keeping an eye on this, and it's great to see it in motion now! It really makes all the hard work pay off. Keep it up!
Here is an outline for the gameplay mechanics and some other aspects. 1: Sonic has an infinite jump. ( most likely would not have been in the final game) Tap Jump button for small jumps and hold for higher jumps. 2: Sonic can switch between world rotation mode and a standard non rotation mode were physics work with slopes ( similar to the classic games slope physics although not quite classic) The mode switch is done by a button press and not by holding the button. 3: Each level as it stands, has its own set of physics rules defined in the .def file for version 37. so every level has its own different physics, Version 40 and most likely higher versions set the rules in a global file so that we get consistency. Some levels have broken physics that are so bad that it causes many levels to be nearly unplayable ( you can see one instance of that happening in the section of video where Sonic is bouncing around (The part with Drowning music), he's not jumping but being reflected off the ground because of some physics settings. We believe that this may be due to: A: levels not being finished. In some folders where levels are version 20 for example, we can see the same level saved multiple times but with gradual physics improvements over time. ( as if we are seeing snapshots of physics tweaks as they happen) B:I think that A different engine version set the physics and they are out of whack with the current level settings in the .def file. I think this can be a possibility because in MOST later levels where the physics should obviously work correct, they don't. and they all seem to have a consistent off physics between them ( the super floor bounce for example) while just a few of the levels in the same folders have good physics in our engine. We will be undertaking the task to restore the physics in the later levels so that they work with the engine we have. 4: Some levels have the camera zoomed way too far out or way to far in, again due to .def file settings. 5: At the start of the video we see sonic shoot threw a twisty tunnel like area. Settings for this type of physics are also in the .def files.
The same topic has been used for discovering the code, talking to the bloke who had the code, releasing the original code (or justifying reasons not to) and updating the code so that it runs on modern systems... and older systems... and the Saturn. As a casual observer I'm confused, so it's no surprise others are taking a step back too. Particularly since none of this has been added to the wiki, which means you have to trawl through 26 pages of posts to get a full story.
I meant just the video hahah. Also yeah eventually after this project is all said and done, im sure someone will wright up a wiki page.