General Project Thread & Feedback Discuss ideas or issues not pertaining to specific threads.
#61
Posted 16 March 2008 - 02:55 PM
So you're saying there's no difference between the explanation of actual gamecode and the explanation of deduction based works when it comes to think about doing an engine that resembles the original thing. My point was simply that maybe hamburgers are more useful for this specific case.
#62
Posted 16 March 2008 - 03:21 PM
If you genuinely think the distinction between predetermined sine values and vector addition is one of tangible impact on the physics of a new engine, then I have nothing further to say, concede this silly line of discussion, and apologize for having brought up a page that is apparently hopelessly out of date.
#63
Posted 16 March 2008 - 04:30 PM
Err, there is no difference. The predetermined sine values are the method used to break the vector into its x and y components so that it can be added to sonic's X and Y velocity values. I suppose vector addition may not be the mathematically correct term for this process but the end result is the same:
velocity0 + velocity1 = velocity2
The only difference that the precalculated sine table makes is that each value is the integer portion of (sin(x) * 256) rather than a full-precision decimal value, and so there are some slight discrepancies between using these and floating-point multiplication with proper sine values.
velocity0 + velocity1 = velocity2
The only difference that the precalculated sine table makes is that each value is the integer portion of (sin(x) * 256) rather than a full-precision decimal value, and so there are some slight discrepancies between using these and floating-point multiplication with proper sine values.
#64
Posted 16 March 2008 - 06:06 PM
Hey guys,
This emulator isn't ready for a public release (it's a proof-of-concept build for the rendering technique basically - this means it is buggy, not using the external editor, etc). But, if people really want to take a look at it right now, just send me a PM and I'll give you a download link. Specify if you want the executable, source, or both. Keep in mind the GENS source is not commented in english, so it's not something you can just jump into (if you speak english of course).
This emulator isn't ready for a public release (it's a proof-of-concept build for the rendering technique basically - this means it is buggy, not using the external editor, etc). But, if people really want to take a look at it right now, just send me a PM and I'll give you a download link. Specify if you want the executable, source, or both. Keep in mind the GENS source is not commented in english, so it's not something you can just jump into (if you speak english of course).
#65
Posted 16 March 2008 - 06:56 PM
I wasn't talking about tangible impacts, but about the accuracy to guide in terms of comparison with the actual code of the engine. But I realize that might not be as relevant for everyone as it is for me, so I will leave it in there. My apologies if somebody found my opinion to be offensive, I didn't mean to underestimate the research done in that guide either.
Back on topic, I believe most people would find the proof of concept interesting Yarharhar, go ahead and post it even if it's not that much yet
Back on topic, I believe most people would find the proof of concept interesting Yarharhar, go ahead and post it even if it's not that much yet
#66
Posted 19 March 2008 - 02:34 PM
Vincent, on Mar 18 2008, 09:14 PM, said:
If this is going to be real Athelstone, count me in.
Thanks, but unfortunately I simply don't have the time to work on a project like this. Like all of you though, I would definitely love to see this happen. It's really excellent to see snapshots of remastered sprites that you guys are working on - super sonic is looking great. If you have the time and the passion to continue, that's great - maybe something will happen.
One thing I will caution against though, is working alone. I know that for people reading this it might be tempting to want to dazzle everyone and work on a project like this all by yourself. Though in truth, many hands make light work. Working on your own is an unnecessary burden. This is why I have frequently encouraged projects like Retro Sonic and Pro Sonic to collaborate. The job will get done not only faster, but much more efficiently if you guys work together. Working in collaboration also allows constructive criticism from your colleagues. I think this thread is proof that many individuals in this community have a lot to offer. Leadership from an intelligent person who can work with others, accept constructive criticism and has the time and passion for this, though, is required.
#67
Posted 19 March 2008 - 02:44 PM
Rather than do Sonic 2, it'd be great to see this as an all-around genesis HD project. (Such as Ristar HD, Sonic 3 HD, etc.)
#68
Posted 19 March 2008 - 02:55 PM
That would take up too much time. For now we should continue with Sonic 2, <I>then</I> other games like ristar, as this project is going to take a while.
#69
Posted 19 March 2008 - 03:46 PM
I vote that someone does Gunstar Heroes when all Sonic games have been HD'd.
#70
Posted 19 March 2008 - 03:57 PM
Actually, considering Sonic Eraser doesn't have very many sprites, you could do that alongside Sonic 2.
#71
Posted 19 March 2008 - 05:17 PM
Well I don't know about any of you, but I'd be happy if we only just had Sonic in HD, and just forget about the rest! [for the time being, of course]
I'm wondering what Tails would look like in HD [since he's the 2nd main character on Sonic 2] :D
I'm wondering what Tails would look like in HD [since he's the 2nd main character on Sonic 2] :D
#73
Posted 02 April 2008 - 06:19 PM
JoseTB, on Apr 3 2008, 08:15 AM, said:
I mean he can be ANY color on ANY of his frames. You can't premade his flashing.
For example you can premade springs, one yellow and one red, so you make 2 highres versions, for each of them. But this technique is impossible with Supersonic.
Or there's another way to get round palettes?
#74
Posted 02 April 2008 - 06:32 PM
I've worked on porting Sonic 1 to PC before, I might resume my work (probably from scratch this time) after I finish some other stuff. This could or could not help this project =P
#75
Posted 02 April 2008 - 06:35 PM
Tadashi, on Apr 2 2008, 07:19 PM, said:
JoseTB, on Apr 3 2008, 08:15 AM, said:
I mean he can be ANY color on ANY of his frames. You can't premade his flashing.
For example you can premade springs, one yellow and one red, so you make 2 highres versions, for each of them. But this technique is impossible with Supersonic.
Or there's another way to get round palettes?
What are you talking about? Rotating palettes are hardcoded—there is no "random."

00