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** Sega Genesis 3D engine update 8.5 ** A smaller update - Scrolling left or right of the sprite based background is implemented along with X camera shifting of the 3d plane. The Exodus emulator has been used with sprite boxing enabled so you can see the background sprites...

21,468 Aufrufe • vor 1 Monat •via X (Twitter)

46 Kommentare

Profilbild von RheoGamer
RheoGamervor 1 Monat

Eita Carai

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

What are you going to do when you dont have background planes for backgrounds lol .. the only logical thing .. thats not logical at all lol..

Profilbild von 𝘼𝙡𝙚𝙭𝙫𝙧𝙗
𝘼𝙡𝙚𝙭𝙫𝙧𝙗vor 1 Monat

Other than the perspective needing to be tweaked, the overall effect is quite profound on the feeling of three dimensional camera movement!

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thanks ! , i either need to slow the mountains or speedup foreground 3d in the x direction , ill see what looks best . Possibly a little of both, with sub pixel per frame increments.

Profilbild von 𝘼𝙡𝙚𝙭𝙫𝙧𝙗
𝘼𝙡𝙚𝙭𝙫𝙧𝙗vor 1 Monat

I think you'll know the right balance when you see it! Oh, would it be possible to slow the shift down and/or match it (somewhat? completely?) to the angle of the ship? It might make it feel like a proper chase cam, even if it doesn't tilt quite as far as the ship itself. Might be worth experimenting with to see how it looks.

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Yeah pretty soon it will be player controlled and ship tilt eill be much much faster and the bg tilt will follow the ship banking . This is sort of like updating the attract mode at this stage but soon real gameplay comes with some enemies and firing also.

Profilbild von 𝘼𝙡𝙚𝙭𝙫𝙧𝙗
𝘼𝙡𝙚𝙭𝙫𝙧𝙗vor 1 Monat

Birtfox 16 coming to Kickstarter!

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thats the plan 😀

Profilbild von Lucky Red Fish, Hoshi and the Dragon.
Lucky Red Fish, Hoshi and the Dragon.vor 1 Monat

Awesome work as someone who did the genesis version of Xenon 2 back in the day, I appreciate the amount of work you have put in. Fantastic job.

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Oh wow , great stuff - loved the power ups in that game 👏 Thanks a lot , its a real lets see if we can achieve it type project . The rendering speed has been paramount for me , so many optimisations were made along the way, as you know 7.6 mhz only goes so far !!

Profilbild von Lucky Red Fish, Hoshi and the Dragon.
Lucky Red Fish, Hoshi and the Dragon.vor 1 Monat

I did a few games back in the day as you can see on my site, still coding for the spectrum next these days, but I have fond memories of the Mega drive.

Profilbild von Force Bot
Force Botvor 1 Monat

You can program anything if you have the *know how*. It’s turning it into a commercially viable product and selling it which is the tricky part.

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thats why I have help on all my projects , I'm fully aware great coders dont always make great games designers , thankfully I dont need to do everything 😉

Profilbild von Force Bot
Force Botvor 1 Monat

What I was trying to say was…. Star Fox succeeded not because a 3D game specifically, but because it also had good character design and somewhat decent story/premise and killer music.

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

I'm a fan of Starfox and understand that . We will be inspired by it but make our own thing , the first hurdles are making sure its possible ( no small feat on the MD as we don't have added SFX chips to help out ) . We are in the early stages of that , what can we do - how fast can we do it . The next stage is make it fun to play with its own feeling / music / atmosphere. Engine needs to come first though as the gameplay is very reliant on frame rate .. if we don't hit a certain framerate then its just going to be a slide show / not fun to play .

Profilbild von Yael Trejo
Yael Trejovor 1 Monat

You keep improving. Friend All this effort in programming, coding, and optimization It's the best!

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thanks Yael , no optimisation is too small for this effort haha . Ill keep pushing it .

Profilbild von NÃOMEQUESTIONE
NÃOMEQUESTIONEvor 1 Monat

I see some frame rate improvement, i'm right about?

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Yeah a small amount , about 8 percent . We have some ideas for LODs for distant objects and also a more refined player model that will show less triangles but essentially it will look the same by culling better at angles so hoping for more speed with those adjustments . This is optimizing by 1000 cuts , fractions of percentages everywhere will help.

Profilbild von NÃOMEQUESTIONE
NÃOMEQUESTIONEvor 1 Monat

When most people would say "impossible" you keep pushing and pushing, you're really a singular guy, the best!

Profilbild von GodstromoH Games
GodstromoH Gamesvor 1 Monat

THAT is impressive. Congrats man !

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thanks a lot, it started out as a learning curve - wondering if i could get much speed at all with 3d on a machine with no 3d acceleration at all ( albiet one or two helpfull features ) , to present day where I think this is going to work quite well now.

Profilbild von GodstromoH Games
GodstromoH Gamesvor 1 Monat

Here is an adult from today but a kid from the 90s . Seeing this at that time would blow my mind. I remember playing the Kawasaki bike game thinking it was impressive for sega because of the 3d elements. This is always fun to follow. Really good work!

Profilbild von MelficeXD
MelficeXDvor 1 Monat

Megadrive can shift each pixel of the tile planes horizontally and each 16 pixels vertically, so you can build complete background planes instead of using sprites, although i don't know how feasible that is with your engine :)

Profilbild von Luiz Felipe
Luiz Felipevor 1 Monat

@amaweks @laudelino7

Profilbild von Songbird Productions
Songbird Productionsvor 1 Monat

That looks really nice. The floating camera movement is excellent!

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thanks 😀 , its just hardwired at present to follow the ship and the ship just bounces around the screen but its quite convincing for an attractive mode I think . Next we will get player control and faster banking in .

Profilbild von winden^capsule^rgba^ntw^bg
winden^capsule^rgba^ntw^bgvor 1 Monat

Is looking amazing!!

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thanks a lot :-) Everythings limited but its still a bit surprising !

Profilbild von Eduardo DB
Eduardo DBvor 1 Monat

@SEGAkatana This is sorcery at its best

Profilbild von Lucas
Lucasvor 1 Monat

Mas e na hora que colocar umas 6 naves inimigas, robôs andando lá atrás e tudo?

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

In those heavy object scenes if we drop a bit of frame rate it would be inline with Starfox dropping framerate in heavier action also . Theres still optimisations been made also so I'm hopefull that we can still have a good playable frame rate even in busy scenes. Ultimately if theres a lot of enemy action we will need to watch the buildling count / background detail and pull back on that to increase frame rate also. Aspects like building height have an effect on frame rate so possibly a mix of shorter buildings in heavier scenes also.

Profilbild von Polo
Polovor 1 Monat

@TKthegame

Profilbild von Dani
Danivor 1 Monat

Nice! Use sprites for away objects (you can have tilted also) too avoid some maths

Profilbild von Wallace Souza
Wallace Souzavor 1 Monat

Muito legal !!!, da pra fazer um star Fox no Mega agora

Profilbild von jesus delmas
jesus delmasvor 1 Monat

wow, with this engine, at what speed the game starfox could run on the megadrive? or what its your goal? looks amazing

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Thanks :-) We aim to make a level to start with , Starfox inspired but our own thing. Frame rates will hopefully be a bit higher than starfox but will need to see once the load increases a bit .

Profilbild von Prisoner 849
Prisoner 849vor 1 Monat

@jesusdelma12365 In terms of graphics, effects, etc., you're aiming to be around the level of Star Fox?

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Hoping for that level yes. Its going to be interesting to juggle the ground detail with enemy detail . We will be optimising the player ship a bit , and height of non important building is important as height affects render speed. Also some wire frame rendering will be done in places - like starfox did can look ok. Right now we run a bit faster than starfox but the real test will be intense scenes with more action . Still making optimisations so where its ends up will be interesting.

Profilbild von NÃOMEQUESTIONE
NÃOMEQUESTIONEvor 1 Monat

@Rudy32400689 @jesusdelma12365 Minus that cool HDMA explosion effects, i think that's impossible on Genesis. At least in the context where the VDP is being pushed to the limit.

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

@Rudy32400689 @jesusdelma12365 Yeah , we will need to think of something impressive 🤔

Profilbild von Bart Trzynadlowski
Bart Trzynadlowskivor 1 Monat

Shannon does what Nintendon’t.

Profilbild von Rodrigo Garay
Rodrigo Garayvor 1 Monat

MEGA Propeller Arena? , MEGA Sky target o MEGA Wing Arms? o sería algo mas futurista?

Profilbild von Shannon Birt
Shannon Birtvor 1 Monat

Some good suggestions thanks , love the MEGA wording , We had some fun with names like moon-wolf 🐺 haha , seriously nothing binding yet , it will have to coincide with the characters we come up with and plot etc .

Profilbild von Darren Furlong
Darren Furlongvor 1 Monat

This is superb , smooth and full screen too.

Profilbild von Famicom Illustrated Guide 🇯🇵
Famicom Illustrated Guide 🇯🇵vor 1 Monat

This immediately reminded me of Star Fox! 🦊

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27,328 Aufrufe • vor 1 Monat

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infidelity

13,423 Aufrufe • vor 1 Jahr

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,545 Aufrufe • vor 8 Monaten

So how is the Sega Dreamcast's very own native port of Mario Kart 64 coming along? Well, lets take a look at some footage I just captured directly from my DC of jnmartin's latest build! Minor texture corruption is still present on some of the sprites here and there, plus there's no audio yet, BUT MY OH MY! She's running like a dream and looks SHARP as hell at with progressive scan at twice the resolution! You'll immediately notice virtually all of the texture corruption on the text and UI sprites have been fixed. You can now actually see your item box, and clouds are drawn properly in the background, rather than over the top of the scene in the foreground. Somehow, along with fixing all of this in the past few days, jnmartin has also found the time to get the monitors in the backgrounds of Luigi's Raceway and Wario Stadium correctly projecting a view of the scene onto their screens. This somewhat-advanced effect (for the time) was actually done on the N64 (in this game) WITHOUT doing a secondary render-to-texture pass, which requires submitting the scene a second time to the GPU. Instead, the framebuffer was divided into small, tiled chunks (1/6 of its total size), with only a single small chunk getting updated per frame. This way, the amount of direct VRAM access from the CPU (which is typically slow as hell) is kept to a minimum within the duration of a particular frame, with multiple frames being required to update the entire screen. But anyway, she's starting to look and play incredibly well, and those of us with early access to the builds have been thoroughly enjoying revisiting this title on our favorite platform!

Falco Girgis

45,630 Aufrufe • vor 1 Jahr

*** Parodius Demo Update *** After seeing my good friend Pyron amazing Parodius artwork , I could not let that go to waste. Its a crying shame Konami's shooters did not make it to MD at the time , time to rectify that (in time). The video shows some of the progress so far. Stage 1 scrolling using the streaming scroller from lufthoheit to automatically manage the tile management for the scrolling rather than using different sets etc. Its great when I can grab bits of code and apply them to new projects, it speeds things up !! Lufthoheits new stage is coming along well also and has its first enemies in , hopefully show something of that soon. The VRAM view is to the right , we will have plenty of vram left for objects without resorting to much manual management it seems. ~ 1/2 vram left. It looks like the biggest challenge for this level is the Cat Ship mid boss - the end boss seems easier in comparison for a few reasons. I've analysed the way it was done on PCE and SNES and will come up with the best option for MD. More to come on that soon. At present we will target mainly assembly , so performance won't be an issue . I'm not sure we need a sprite multiplexor for > 80 sprites , but we will use one anyway just to not have regrets/changes later on and for the Hint color effects the multiplexor can do also. We have an A level musician volunteering also for those concerned about the audio side of things - it wont dissapoint I'm sure. As this is now my 3rd / 4th project it will be done as time permits so no gaurantees on timelines sorry - we are all hoping to do well by the community however. #SGDK #Konami #Parodius #MegaDrive #SegaGenesis

Shannon Birt

12,526 Aufrufe • vor 1 Jahr

.David Sacks: "You're gonna see in the wake of this is that a lot of Jewish people are realizing that they don't have a home on the left anymore. And I expect that many Jews are going to start shifting right into the Republican Party, to a place where I've been for a while.... But I think what's happened over the last few decades is that the civil rights movement, in particular, and the left have moved to this woke ideology where it's no longer about colorblindness. It's more about identity groups. And instead of trying to get past racial differences, it's been about accentuating them. And so we've had this whole equity agenda, which is really defined as redistribution from one racial group to another racial group. I think that, for whatever reason, a lot of Jews just hadn't confronted the reality that the left had really changed in this way. I think it goes back to the fact that they thought if we're going to be defining identity groups in this woke way, Jews obviously should be one of these victim groups, but they're waking up to the fact that Jews are not. Jews are in the minds of this woke ideology, just white people with a Jewish background. As a result, they're part of an oppressor class. And I think that a lot of Jewish people who are waking up to this are realizing this is actually a very destructive ideology, and it makes us the bad guys. So I would expect that, again, a lot of Jewish people are waking up to how the left has changed... and I would expect there to be kind of a pilgrimage now of more Jews in America towards the right, as opposed to remaining on the left where they've always been." Via The All-In Podcast:

KanekoaTheGreat

543,051 Aufrufe • vor 2 Jahren