Discussion in 'General Sonic Discussion' started by Tweaker, Dec 16, 2008.
So... we can finish it?
Well yeah it is possible. But someone must be pretty experienced in programming in order to remake some of the quirks you see in the videos.
Wow, that sounds amazing.
Just imagine if all the users here at Sonic Retro got together and finished X-Treme...
SEGA would be disappointed that they never finished the project. :P
But, in theory, if all the content is free, wouldn't SOME of the code be provided?
But, the content isnt free as in Freedom therefore if you want to create a remake you have to do it from scratch, Sega probably owns the code.
Not all of the content is there.
All that is in the SXC is just all the stuff that Chris made/owns.
Hmm, that's quite true, but wouldn't it be enough to at least get a team started on the right path?
Where was Sega Technical Institute based anyways?
Somewhere in America I believe and there is more than enough "Community projects" already, people won't be interested. If you have any experience talk to me via PM, I might be interested. ^.^ That goes for anyone else interested in a remake of the Saturn version of Sonic X-treme, just so we don't derail this topic.
Hehe, I would, but my experience in anything NEAR making a game is RPG Maker 2003/XP.
What have I started :O (jk)
Seriously though I was only throwing around the idea. Although once S2HD is finished I'd be tempted.....
Although if we were to remake it , I'd rather see the pc version with the fish eye camera than the Saturn version.
I'm afraid there's not much I can do to finish it, except maybe some simple modeling for the badniks.
Weren't the badnicks sprites? I would like to see a remake of the version depicted here:
It has fish-eye, and the 3D World-spin. That is what makes it so interesting for me. I believe this is the version to re-make.
That's the version I am doing well it's similar to the one I'm doing. It's the Saturn build and it's the most simplest one to remake since all it is really is a straight forward 3D platform game.
Why do you guys constantly derail topics?
This is about discussion of these two videos and their relation to X-Treme, not your remakes. Keep it that way.
So, merging the two topics of discussion (if thats OK with tweaker), just how was that fisheye effect pulled off?
Is it a post processing effect, or something else?
I always thought it was a part of the actual engine o_O
I thought it was an effect that could be turned on or off? Wasn't it added later in the game's dev cycle?
SANiK knows how it works. He developed a similar engine for his PSP Mario Homebrew.
You can just change the FoV can't you? I think 90 degrees is usually used in games but you can increase the angle to change the effect.
I assume that sonic x-treme used a much more extreme angle though
I'd be all ears for a technical discussion of how the xtreme camera worked. I had considered increasing the FoV but I want to know how it was done on the saturn specifically. Unfortunately I don't think we have that info. The reason I'm asking is because I can swear I've seen screenshots without the fisheye lens and I thought I had read that it was a late addition, with the idea being that it let you see more of the level at once (although, to me, it seems more like it's a way to get around the low poly limitations of the saturn)
I'd also be down for hearing from SaNiK how he implemented his camera.
EDIT: Googling has brought up the code for his fisheye camera:
void reflex(float *a_matrix, float a_x, float a_y, float a_z)
//Apply the matrix rotation to the point
//Requires a custom matrix library
vector_matrix_mul(a_x, a_y, a_z, a_matrix);
//Apply the reflex lens formula
a_z=a_z - ((((a_x) * (a_x)) + ((a_y)*(a_y)))*0.05f);
//The 0.05f = Lens curvature
//PSP screen stretch/skew
//Draw the vertex
glVertex3f(a_x, a_y, a_z);
So more than just a FoV shift.
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