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SoaH City Message Board

The Taxman

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Everything posted by The Taxman

  1. Wow, this is like Sonic 3K Remixed... looks like fun
  2. Yeah sorry, to clarify I was talking about the actual value, not the way you represented it.
  3. Actually Xoram, the acceleration is 0.046875 pixels per frame or 12/256 (since the MD games use fixed point) My guess is that even though MMF2 has 60fps now, it's still not silky smooth (at least i haven't found it to be) so that would have an effect on the experience. Not only that, but in the MD Sonic games work differently to the 360 engines. In the MD games, each 16x16 tile that the player collides with has it's own angle that will alter the accelleration value. In a 360 engine, this angle is calculated by sensors, so the angle change is more constant and smooth.
  4. Yeah, and if Nero Express can burn image files then yeah, otherwise you'll need the normal version
  5. Ok, the fixed Nero Image has been finally uploaded... it will now mount in Daemon Tools as well
  6. Ok, i've managed to create a new Nero Image file which can be mounted in Daemon tools (the old one couldn't) so I have a feeling this image file will work for everyone with Nero
  7. Ok, apparently the image only burns correctly with some versions of nero... so i'm going to upload the CDI file (use alcohol 120%) Sorry for the people who have burnt coasters
  8. Dreamcast Proof of Concept Build Released! Check first post for details
  9. Saxman: I just checked it, but I can't reply until i have at least 10 posts hah, but sure! It's no problem... the link is on the bottom of my news page
  10. When i say 50/60hz, you can choose 60hz if you're in PAL too, it's just that 50hz is pretty much exclusive to PAL.
  11. The DC port runs at 60fps/50fps depending on if you're NTSC or PAL and sound has been implemented fully. I did have to make a compromise though due to the way the Dreamcast renders it's graphics... Basically, in the PC version, the tiles are rendered per line with specific software rendering code I made which lets you have the nice BG effects. The DC isn't the best for software rendering since it's 200mhz processor is mainly geared for floating point operations and stuff with 3D graphics. So now, I use hardware rendered graphics on the DC, which means I can only control the parallax offset per tile. It's not really that noticable, and the BG parallax is still better than the old 2002 demo anyway So yeah, I figured it's more important for the game to be fully playable than 100% faithful to the PC version
  12. Ok, i've decided to release the Dreamcast version first this weekend Not sure about the PC version... i'd really like to have Egg Garden and Dust Hill complete to show all the neat BG effects (Egg Garden has 3 Different Backgrounds throughout the zone) I'm not sure yet... It depends how nice the code looks at the end hah (I need to add alot of internal documentation)
  13. Awesome work BF, I like the boss difficulty... it seems hard at first but once you work out the pattern it's no problem. Reminds me of when I first played against the MD Sonic bosses
  14. Ok, it's been a long time between drinks... but the Retro-Sonic website has finally been updated/redesigned with new info and screens http://rsonic.randomsonicnet.org Big News? Retro-Sonic's engine is pretty close to completion, I've finally started doing the levels again... and Retro-Sonic has been successfully ported to Dreamcast! Not only that, but a LOT of the hype/excitement surrounding ProSonic exists right here, right now in Retro-Sonic (namely, scriptable objects/gameplay, Megadrive Style Gameplay, Level Importing and Parallax Effects with enhancements) So yeah... have a look and tell me what you think EDIT: P.P.S. Here's the Dreamcast Proof of Concept Build!! It's not perfect, but it's quite groovy, the levels are ordered in terms of completion... so expect the gameplay to get very beta-esque as you go on lol Here's the Link (Thanks Damizean Again! ) It's a Self Booting Nero Image, so burn and play
  15. Interesting project About the "Complex Scrolling" technique... from the screenshot it looks as though you can only control the scrolling for every 8 pixels and not per line... is that right?
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