All Programming Discussion Graphics, Audio, Engine Design, etc.
#31
Posted 25 April 2008 - 11:09 AM
#32
Posted 25 April 2008 - 12:20 PM
Like jman2050 said, maybe later down the road but for right now, I'd prefer not to. Which isn't to say people can't help, I just don't want the code being spread around just yet.
#33
Posted 25 April 2008 - 12:32 PM
#34
Posted 25 April 2008 - 12:35 PM
SANiK, on Apr 25 2008, 04:24 AM, said:
1) Go through the S2 disassembly
2) The parts that do graphics/audio dependent stuff like accessing tile drawing - replace with a different set of operations (special opcodes*)
3) Write a bytecode assembler that takes in the Asm text dump and produces simple byte code
4) Write a bytecode emulator
* = the special opcodes would be a direct way of sending info to the emulator, e.g.
drawTile x, y, $00001234
You get the point
I wonder what drx would say of this
The thing is, the goal of this project is to produce a port of the game, not emulate it with dynamic recompilation.
Why not go with FLAC, instead of Ogg? FLAC is lossless, free, open source and royalty-free. It also offers a good compression ratio. Surely, for a HD port, you'd want to best quality possible?
#35
Posted 25 April 2008 - 01:07 PM
#36
Posted 25 April 2008 - 01:38 PM
drx, on Apr 25 2008, 01:35 PM, said:
SANiK, on Apr 25 2008, 04:24 AM, said:
1) Go through the S2 disassembly
2) The parts that do graphics/audio dependent stuff like accessing tile drawing - replace with a different set of operations (special opcodes*)
3) Write a bytecode assembler that takes in the Asm text dump and produces simple byte code
4) Write a bytecode emulator
* = the special opcodes would be a direct way of sending info to the emulator, e.g.
drawTile x, y, $00001234
You get the point
I wonder what drx would say of this
The thing is, the goal of this project is to produce a port of the game, not emulate it with dynamic recompilation.
Why not go with FLAC, instead of Ogg? FLAC is lossless, free, open source and royalty-free. It also offers a good compression ratio. Surely, for a HD port, you'd want to best quality possible?
If we deem that space isn't an issue, then certainly lossless compression should be used, although Slaituk is right and the reduction in quality is pretty much transparent to human ears past 192 kbps.
#37
Posted 25 April 2008 - 01:55 PM
#38
Posted 25 April 2008 - 04:28 PM
Blue Streak, on Apr 25 2008, 08:38 PM, said:
drx, on Apr 25 2008, 01:35 PM, said:
SANiK, on Apr 25 2008, 04:24 AM, said:
1) Go through the S2 disassembly
2) The parts that do graphics/audio dependent stuff like accessing tile drawing - replace with a different set of operations (special opcodes*)
3) Write a bytecode assembler that takes in the Asm text dump and produces simple byte code
4) Write a bytecode emulator
* = the special opcodes would be a direct way of sending info to the emulator, e.g.
drawTile x, y, $00001234
You get the point
I wonder what drx would say of this
The thing is, the goal of this project is to produce a port of the game, not emulate it with dynamic recompilation.
Why not go with FLAC, instead of Ogg? FLAC is lossless, free, open source and royalty-free. It also offers a good compression ratio. Surely, for a HD port, you'd want to best quality possible?
If we deem that space isn't an issue, then certainly lossless compression should be used, although Slaituk is right and the reduction in quality is pretty much transparent to human ears past 192 kbps.
Using the same logic, we could use JPG as the container for graphics, with 97% quality. I mean, it's almost the same, right?
If the project is going to be HD (high definition), it would be nice if someone with a good audio setup could listen to the music without the "mp3 feel". It doesn't really make a big difference size-wise, but it adds a nice touch.
After all, shouldn't we go for the best quality?
#39
Posted 25 April 2008 - 04:39 PM
Why aiming low? We need to have the best audio possible on Sonic 2 HD.
#40
Posted 25 April 2008 - 04:42 PM
drx, on Apr 25 2008, 05:28 PM, said:
Blue Streak, on Apr 25 2008, 08:38 PM, said:
drx, on Apr 25 2008, 01:35 PM, said:
SANiK, on Apr 25 2008, 04:24 AM, said:
1) Go through the S2 disassembly
2) The parts that do graphics/audio dependent stuff like accessing tile drawing - replace with a different set of operations (special opcodes*)
3) Write a bytecode assembler that takes in the Asm text dump and produces simple byte code
4) Write a bytecode emulator
* = the special opcodes would be a direct way of sending info to the emulator, e.g.
drawTile x, y, $00001234
You get the point
I wonder what drx would say of this
The thing is, the goal of this project is to produce a port of the game, not emulate it with dynamic recompilation.
Why not go with FLAC, instead of Ogg? FLAC is lossless, free, open source and royalty-free. It also offers a good compression ratio. Surely, for a HD port, you'd want to best quality possible?
If we deem that space isn't an issue, then certainly lossless compression should be used, although Slaituk is right and the reduction in quality is pretty much transparent to human ears past 192 kbps.
Using the same logic, we could use JPG as the container for graphics, with 97% quality. I mean, it's almost the same, right?
If the project is going to be HD (high definition), it would be nice if someone with a good audio setup could listen to the music without the "mp3 feel". It doesn't really make a big difference size-wise, but it adds a nice touch.
After all, shouldn't we go for the best quality?
I was under the impression that we were rendering the tiles as PNGs, and then the color data from those was being programmed directly into the engine somehow, making the format for graphics storage ultimately proprietary. While we're debating quality though, I'd like to point out that Blu-ray uses both lossy video and audio codecs, as does HD quality TV. So we should optimize both quality and space.
#41
Posted 25 April 2008 - 06:24 PM
#42
Posted 25 April 2008 - 06:32 PM
#44
Posted 25 April 2008 - 06:35 PM
#45
Posted 26 April 2008 - 11:07 AM
I mean - if they want to keep tiled sprites - then get ready to have a blit function at hand
I'd have them go with using non-tiled sprites and each frame has a 'center'-offset
But for the levels, it's best they keep Sonic 2's 128x128 chunk tile groups
So one can keep each tile group as separate textures and draw them out using less polygons compared to drawing a polygon (quads) per individual tile.
If you planned on blitting each tile onto a SDL surface - it might be interesting to see a speed comparison

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