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Time for a status update and direct hardware capture of another high-profile AAA title coming to the Sega Dreamcast... jnmartin's eagerly anticipated port of Sonic R! As you can see from the footage, the game looks and runs phenomenally on the DC, with all of the fancy lighting from...

17,860 次观看 • 2 个月前 •via X (Twitter)

35 条评论

Carl 的头像
Carl2 个月前

Great work, the only thing missing is the transparency in the Radiant Emerald track, as the PC version was missing this effect. Here is the PC version with it modded back in

mankrip 的头像
mankrip2 个月前

The last stage still lacks the semitransparency effect of the Saturn version. I wonder why Sega removed that effect from the PC port, because it looks beautiful on the Saturn. iirc, the original programmer from Travellers' Tales did an YouTube video explaining the vfx.

Falco Girgis 的头像
Falco Girgis2 个月前

Ohhhhhh yeah, I used to watch the SHIT out of GameHut on YT, so I’m intimately familiar with dudes (forgot his actual name) work while at travelers tales. To me, it seems like anything that was even remotely Saturn-specific about the renderer—lighting model and transparency—was totally dropped from the PC version (what I grew up playing). Idk if they were just lazy or a bit amateurish or had the ulterior motive of making Saturn look good, but they for sure never bothered redoing that crap for DX/GL or whatever API the PC release used. As for the missing transparency in the port… yeah, it has been communicated back to jnmartin as of yesterday by a SHITTON of people… and ohhhh he’s not happy. The irony is that the effects are a weakness of the PVR as well, because the HW transparency sorting and TA bucketing is disproportionately expensive for TR shit, so they have significantly reduced fillrate in proportion to how many screen-space TA tile buckets they overlap… and let’s just say radiant emerald terrain is about to overlap every goddamn bucket. 🤣 Jnmartin will EITHER: not bother, because he will not put himself or his port in a position where something isn’t 100% perfect on DC, OR he will moan and whine and bitch until he can’t take it anymore then finally cave and give it his all until he figures something out. Trust me, I’ve worked with him on a lot of stuff by now. 😂

mankrip 的头像
mankrip2 个月前

Thanks for reminding me of the name of his channel (GameHut). Here's the video, and now I know why the PC version doesn't have the same effect:

mankrip 的头像
mankrip2 个月前

The Saturn only performs semitransparencies between the polygons and the background plane. Which means that semitransparent environment geometry has zero overdraw (a semitransparent door will let you see the skybox plane behind it, but not the actual environment behind the door).

mankrip 的头像
mankrip2 个月前

Having the entire environment semitransparent with overdraw would kill the secrecy of any hidden items and shortcuts. So, they likely didn't enable this vfx on the PC version of that track for gameplay reasons, since its PC renderer wasn't able to perform zero overdraw blending.

mankrip 的头像
mankrip2 个月前

Maybe a way to fix this would be to invert the rendering order of the background plane, rendering it over the environment geometry, and enabling the semitransparency on the background plane instead of the environment.

Matheus Flashudo 的头像
Matheus Flashudo2 个月前

First! And the draw distance has been increased dramatically too!

Pedro Batista Lopes 的头像
Pedro Batista Lopes2 个月前

Amazing work! I wonder if it's possible to play online using the W5500?

Falco Girgis 的头像
Falco Girgis2 个月前

Yeah, that should be supported. It's already been tested with by at least a few people in his testing group.

Kevin is pro abortion 的头像
Kevin is pro abortion2 个月前

What The Fuck CROSSPLAY?!

TuyTuy 的头像
TuyTuy2 个月前

How can people hate this game?

Ruanes Miranda Sabino Jr 的头像
Ruanes Miranda Sabino Jr2 个月前

Incrível, O que mais impressiona que o proprio Jnmartin fez a decompilação do jogo, cara fez o impensável. Nada contra aí quem é fã de PS2 e Game Cube, mas esse port de Dreamcast esta bem mais bonito em comparação a outros port da sexta geração.

Francisco J. Trujillo 的头像
Francisco J. Trujillo2 个月前

@psxdev Still waiting to see the other possible platforms where to port it…

Falco Girgis 的头像
Falco Girgis2 个月前

@psxdev Me too, man. :/

🔺 TriΔng3l 🔺 🐸 的头像
🔺 TriΔng3l 🔺 🐸2 个月前

We are one year away from entering the 21st century. Introducing… Sega Dreamcast!

Austin Biel 的头像
Austin Biel2 个月前

Can't wait to play this game online with my BBA

Leo Dutra 的头像
Leo Dutra2 个月前

@bitinkstudios olha que legal.

Simon Davidian 的头像
Simon Davidian2 个月前

@OverJumpRally Falco, you and your pals need to make a repository of your finished ports!

Falco Girgis 的头像
Falco Girgis2 个月前

@OverJumpRally They're all on GitHub, lol. I guess maybe you want a centralized place with links to the different repos? A bunch are in my SH4ZAM documentation: ...but fair. I'll tell jnmartin to buy us or 😅

frankybuster 的头像
frankybuster2 个月前

what are the chances of this getting the pallette lighting restored like they did with the 2004 pc port? (i can tell it's not working in the video because radical city is meant to be blueish)

Katana Dreams 的头像
Katana Dreams2 个月前

Wow :)

Thiebot Marwin 的头像
Thiebot Marwin2 个月前

I'm so excited for Sonic Mania that it actually hurts a little every time I see a new post and realize it's not about the game 😅. Thanks for all 🙏

NullDC4Wii 的头像
NullDC4Wii2 个月前

I ABSOLUTELY NEED THAT FOR MY RASPBERRY PI4

Robert Dale Smith 的头像
Robert Dale Smith2 个月前

What could have been

Matthew Mangan 的头像
Matthew Mangan2 个月前

A lot of Dreamcast homebrew lately I’m curious how far it’s gonna go, imagine 360 homebrew

Falco Girgis 的头像
Falco Girgis2 个月前

There already is an Xbox 360 homebrew scene. Or there used to be. Almost every console has a retro home brew community of devs writing SW for it. There just isn’t as much interest in 360 homebrew as DC, evidently, so that community is much smaller.

Matthew Mangan 的头像
Matthew Mangan2 个月前

Would naturally take longer to figure out

Jebbreh 的头像
Jebbreh2 个月前

Insanely brilliant!

Samuel Cramphorn 的头像
Samuel Cramphorn2 个月前

Really is exciting stuff!

Alex Beyman 的头像
Alex Beyman2 个月前

We eating good tonite boys

Kang Kadmus 的头像
Kang Kadmus2 个月前

Looks crispy af, but yea f this game it induces psychosis

Leo Dutra 的头像
Leo Dutra2 个月前

Oh my, one of the best. That's awesome @falco_girgis

Abel 的头像
Abel2 个月前

@swooper_d Is there Linux version out there?

Brutalaz 的头像
Brutalaz2 个月前

This is sick, what a great work. Fucking Love it ❤️❤️❤️❤️

相关视频

With all of the excitement from Mario Kart 64 coming to the Sega Dreamcast, I've been getting bombarded with questions about whether any more progress has been made on our Mario 64 port... so here's a direct hardware capture of the latest build running on DC! The answer: HELL YES! Last time most people saw or played this port, it was plagued with performance, audio, and graphical issues... but as you can see from this footage, almost all of them have been resolved, and she's playing like a dream on the DC now! Wtf happened? Well, first of all, in the 5 years since the port initially started, I, along with others, such as UnknownShadow, have made progress optimizing and improving upon our OpenGL 1.2 driver, "GLdc," which drastically improved the overall performance of the port by decreasing the amount of time the Dreamcast's SH4 CPU spent on T&L, processing polygons. Next, chad developer, Bruce (or Bruck or Brucilicious, depending on who you are), went through and applied a bunch of bugfix patches from the upstream repo to the game to fix the majority of the graphical glitches such as clipping issues and Mario's iconic biker mustache from the previous releases (despite me trying to convince him to keep that one, as it's become a Dreamcast trademark). Finally, the original developer behind both the Sega Dreamcast and Sony PSP ports, MrNeo, has returned from hiatus and has begun redoing the audio engine to fix the artifacting and stuttering! Stay tuned for further updates and the inevitable rerelease of this N64 classic on Sega's finest little white box that still refuses to die!

Falco Girgis

34,186 次观看 • 1 年前

Actual hardware capture of the latest build of jnmartin's #Doom 64 port to the Sega #Dreamcast, which has now become the definitive, prettiest way to enjoy the title, with its dynamic lighting and bump mapping. SO MUCH NEW SHIT TO TALK ABOUT: First of all, this is the very first game to utilize the brand new "hybrid" vertex submission mechanism we just added to KallistiOS. It was a long, cruel week to get all of the issues there sorted out, but they have been, and it has further boosted the game's performance while under load and is now something the rest of the DC community can utilize in their homebrew. This scene in particular used to lag using the traditional, DMA-based vertex submission mechanism with all of the lights and its higher geometric complexity, but notice it's not even dropping a frame now! Next, support for the Dreamcast's MOUSE and KEYBOARD have been added. These controls play EXTREMELY well and feel like a very smooth, natural way to play the game, if you want the Steam/PC control scheme. Finally... if there is any doubt as to whether the Dreamcast version is actually the definitive way to the play the game, jnmartin now allows you to export the assets from the (LEGALLY PURCHASED, DAMNIT!!!) Steam version, and import them into the Dreamcast version, where you can enjoy the extra bonus levels and campaign with the new and improved graphics! THIS IS NOW PUBLICLY AVAILABLE! The project repository, along with the README with build instructions can be found here: #gamedev #retrogaming #n64

Falco Girgis

39,781 次观看 • 1 年前

It's finally time for the massive update I know EVERYONE has been eagerly waiting for... Presenting to you over 6 straight minutes of spliced footage directly captured from my actual physical Sega Dreamcast... RUNNING THE LATEST BUILD OF OUR SONIC MANIA PORT!!! I can't even begin to describe to you how polished and fantastic it's starting to feel... as though it belonged on the Dreamcast all-along... Thanks to the hard work of jnmartin, sonicfreak94, and a few others, not only is the Dreamcast port nearing completion, but... wait for it... THE 3D STAGES THAT STRUGGLED ON EVERY UNOFFICIAL PORT ARE NOW ALL RUNNING FULLSPEED!!!! Trust me when I say that this took an absolutely ENORMOUS amount of effort from jnmartin and the crew to pull off, considering the low-end for this game was the original Nintendo Switch, and ports running on consoles with twice our processing power struggled to run these levels fullspeed. The first and most obvious thing is that the 3D software renderer was ditched and all rendering was done natively with our PowerVR GPU... which actually wasn't as simple as it sounds. The tilemaps for these levels have had to be tessellated into a bajillion PVR quads and transformed and rendered as individual polygons to look correct and run faster than a slideshow. Mr anonymous Ocarina of Time chad developer came up with a pretty slick LoD scheme for drawing tiles closest to the player at 1x1 pixel sizes with sizes increasing with distance up to 2x2 and 4x4 pixels, allowing them to reduce the overall number of tile vertices that have to be transformed by the SH4 CPU and submitted to the PVR GPU, by strategically keeping the majority of the polygon detail closest to the camera, with detail decreasing as the tiles get further away. Next, the 3D geometry was preprocessed and converted from being triangle-based to being triangle-strip based, drastically reducing the number of vertices per model that our 200Mhz SH4 CPU had to transform (with plain integer arithmetic and no FPU vectorization, since this is all slow-ass fixed-point integer math)! Finally, it was discovered that the lighting was a disproportionately significant contributor to the TnL load on the SH4 for processing vertices. Jnmartin came to the realization that 99% of the time only the Y axis direction is considered for lighting equation intensity with just a white color. So this simplified lighting model got baked into the renderer, which gave another round of gainz. So in the end, after all of this work came together, a draw distance of 75% the distance of the retail Sonic Mania versions was achieved for the decorations, plus the character models have their full geometry count and have not been simplified on a freaking Sega Dreamcast with a 200Mhz SH4 CPU and only 16MB of RAM! 🔥

Falco Girgis

88,952 次观看 • 6 个月前

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 次观看 • 1 年前