don't click here

All Programming Discussion

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

  1. drx

    drx

    mfw Researcher
    2,254
    350
    63
    :rolleyes:
    We don't need to have the same definition of HD as television and BD movies do.
     
  2. muteKi

    muteKi

    Fuck it Member
    7,851
    131
    43
    I always assumed that the HD name was just 'cause it was simple and meant higher-quality, not necessarily to a specific standard.
     
  3. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
    19,231
    968
    93
    Long-term happiness
    "HD" can refer to one of about 12 bazillion resolutions =P
     
  4. Tweaker

    Tweaker

    Banned
    12,387
    2
    0
    Exactly. In fact, I'd even prefer if the game wasn't at 4x—2x, and even 3x are perfectly acceptable upscaling ratios, widely acceptable to most PCs (which tend to use 1024x768 as the minimum standard). Plus, I don't have a 1280x1024 screen resolution (I'm stuck at 1024x768), so I think 3x is probably the most reasonable to everybody, even though I still think 2x is fine. That's the resolution all my Genesis emulators are set to use, after all. :P
     
  5. SANiK

    SANiK

    Tech Member
    413
    0
    16
    What hasn't been decided is if they're going to split the sprites into tiles or not.
    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
     
  6. drx

    drx

    mfw Researcher
    2,254
    350
    63
    :rolleyes:
    The thing is, when you have a HD 4x version, downscaling to 2x (maybe 3x, I'm not sure) should be piss easy.
     
  7. jman2050

    jman2050

    Teh Sonik Haker Tech Member
    634
    4
    18
    Yes, I mentioned this in IRC already. We can design for 4x just fine and downscale to 2x, that should be a trivial operation.
     
  8. SANiK

    SANiK

    Tech Member
    413
    0
    16
    From the looks of it - palettes == dead.

    Most of the art being done uses a wide range of colors.

    I vouch for the non-palette alternative
     
  9. Cooljerk

    Cooljerk

    NotEqual Tech, Inc - VR & Game Dev Oldbie
    4,505
    201
    43
    The Graphics engine uses palettes. This is somthing I want to address - we WILL be using palettes, so we should start establishing palettes for each level/enemy set.

    Don't worry, though, since the palette selection will be big. Maybe somthing like 256 colors x 10 palettes.
     
  10. SANiK

    SANiK

    Tech Member
    413
    0
    16
    Cooljerk/jman -

    Would it be possible for you guys to quickly whip up a tile viewer?
    e.g.,
    1) Program offers a selection of all the levels at start - user clicks a level
    2) A 4x .png file of the tileset is loaded for the corresponding level:
    http://forums.sonicretro.org/index.php?act...ost&id=2253
    3) The level tileset is loaded for the corresponding level
    4) Artist can see the full effect of his/her changes on the tileset by seeing how the tiles they have made affect the level as a whole
     
  11. Weird Person

    Weird Person

    You lost two seconds reading this Member
    367
    0
    0
    Who knows?
    Just a suggestion: People that want to help with programming, but doesn't know the C/C++/Other language way of writing, could draw the algorithms for Physic, Screen deslocation after sonic reaches a certain speed, etc, in english, so the time of the real programmers would be saved...

    I'm too lazy to take paint and draw the algorithm, so I just took a papel and a pencil and wrote everything in it... Here's the result

    [​IMG]

    Bad idea? Good idea? I accept any kind of answer with no trouble.
     
  12. LocalH

    LocalH

    roxoring your soxors Tech Member
    1/24th second is completely incorrect. The MD Sonic games run at 50/60fps (depending on region) outside of lag, and S2HD should also.
     
  13. muteKi

    muteKi

    Fuck it Member
    7,851
    131
    43
    But what is the story on flicker vs. transparency for things like the shield effects?
     
  14. Weird Person

    Weird Person

    You lost two seconds reading this Member
    367
    0
    0
    Who knows?
    I never said that MD worked at 24fps or 48fps. That piece of paper was just to illustrate how to fool the human mind using quick image changes.
     
  15. Flare

    Flare

    Member
    886
    152
    43
    Anyone who has paused the game while Sonic has a barrier, knows this.
     
  16. DimensionWarped

    DimensionWarped

    Erinaceous! Oldbie
    It's more than just semi-transparency. It also gives the shield its characteristic pulsing effect.
     
  17. LocalH

    LocalH

    roxoring your soxors Tech Member
    My point was that you wrote that 48fps should be sufficient, and I was merely saying that was incorrect for original game accuracy.
     
  18. muteKi

    muteKi

    Fuck it Member
    7,851
    131
    43
    Eh, Tomeato, Tomato. At this point you're arguing semantics.
     
  19. Cooljerk

    Cooljerk

    NotEqual Tech, Inc - VR & Game Dev Oldbie
    4,505
    201
    43
    Mm, I have an image editor nearly complete - NMImage. It's been a work in progress for almost 2 years now.

    Like I said before, it'll be another week and a half-ish before I rebegin work on all this, but a lot of what I'm talking about is already working.

    I had a post on S2beta about my engine... lemmie see if I can dig it up...

    EDIT: Whoops, I forgot this board became S2beta's board... tweaker, know if I can recover my post?
     
  20. ICEknight

    ICEknight

    Researcher Researcher