oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Feb 1, 2005 20:46:30 GMT -5
i only seriously played zero tolerance for about 30 minutes, and that's all i touched on it =P. it's like bang bang kill the evil space aliens. i should get into more games other than road rash and toe jam+earl something like DOOMish raycasting would be awesome to see on the genesis =D. i don't expect it to go any slower, other than figuring out the complex math for when your pov hits a wall segment, or for doing the heights (yes, that's me trying to sound intelligent, but its not working =o)
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Post by FonzieV on Feb 2, 2005 2:08:46 GMT -5
"it's like bang bang kill the evil space aliens." Nope, after the space, there is the City (very exiting leve with stairs, missions, snipping, IntrusionCameras, Rambos ;D) and then, there is the Big building climbdown (with fires to shut off with extinting and dynamite... Very exiting too)... THen there are hudges boss (size of the screen) in reception hall (exactly same as wolfenstein). THen there is the basement of the building with very funny ants (top of that, they are clever) and the final enormous boss... VERY VERY good game... It was planeed for 32x but canned.... Too bad . For the raycaster, i learned the method that use sectors (all type of walls and size)... This method require less calculation i think...
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Feb 2, 2005 16:10:44 GMT -5
"it's like bang bang kill the evil space aliens." Nope, after the space, there is the City (very exiting leve with stairs, missions, snipping, IntrusionCameras, Rambos ;D) and then, there is the Big building climbdown (with fires to shut off with extinting and dynamite... Very exiting too)... THen there are hudges boss (size of the screen) in reception hall (exactly same as wolfenstein). THen there is the basement of the building with very funny ants (top of that, they are clever) and the final enormous boss... VERY VERY good game... It was planeed for 32x but canned.... Too bad . dammit, i've been missing out on all the fun x.x. i just plain suck because i never got past level 2, or the ones with the crabs i think =o (do these things climb on ceilings too?) i thought it'd require more calculation. by plotting out the math on paper, it seems easy, just find the distance between the extended ray, to the segment of the sector. but with doing it on the computer, it seems hard to me because i don't see a way for two lines to just come together =o
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Post by RedAngel on Feb 2, 2005 18:30:04 GMT -5
I have not played Zero Tolerance a lot but I think Blood Shot/Battle Frenzy is better, at least technically.
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Post by FonzieV on Feb 2, 2005 18:37:33 GMT -5
"(do these things climb on ceilings too?)" YEs, crabs are scarry (sometimes they are +50 ^^). I never thought that the ZT game engine was able to manage so many elements on screen at once. "it seems hard to me because i don't see a way for two lines to just come together =o" Ummm, in fact, you just target one per one all the corner of walls of one sector... Then you calculate the slope of the wall (since you know the position of the corners and the angle of your ray) compared to your ray... Well quite hard to do but seems faster to render complex scenes... "I have not played Zero Tolerance a lot but I think Blood Shot/Battle Frenzy is better" Well, i have bloodshot but i can say: -Blood shot is 10 times less funny than ZT -Blood shot is 10 times less durability (there are +60 levels in ZT) -Blood shot is in fullscreen but ZT have so many weapons/enemies/incredible things.... So i'll rank ZT >>> DUKE3D > BloodShot...
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Feb 3, 2005 2:35:44 GMT -5
duke3d doesn't like me i'm on the first level, and the slight second i open the first door, i get pwned by some R2D2
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Post by haroldoop on Feb 3, 2005 10:07:40 GMT -5
;D Same with me. Duke3D for Sega Genesis is insanelly dificult! BTW, did anyone ever try to code a polygon rendering engine for the Sega Genesis? I've tried to make one, but the result is agonizingly slow (3 secs to draw 50 polys)
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Post by FonzieV on Feb 3, 2005 10:23:38 GMT -5
"did anyone ever try to code a polygon rendering engine for the Sega Genesis? I've tried to make one, but the result is agonizingly slow (3 secs to draw 50 polys) " OMG ;D ;D I own the game "Strike Eagle 2" it shows 75% screen and +100polys at once @ 15-20fps? In fact, it's quite smooth. Maybe your 3D method isn't very very cool ^^.
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Post by haroldoop on Feb 3, 2005 10:33:09 GMT -5
Yes, I know I'm doing something wrong. Does someone have any ideas on how to implement this?
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Post by FonzieV on Feb 3, 2005 11:33:33 GMT -5
There are 2 things to take in count: 1 : You use the MegaCD to draw + arithmetic chip to convert into tiles (You even might be able to draw polys directly from the arithmetic chip but i'm not sure if its easy to implement). Then you DMA'te the pic in VRAM.
2:You use the genesis to render the pic in its ram 2-1:You render the pic in bmp and you convet into tiles then dmate in VRAM 2-2:You render the pic into tiles directly using a sort of coordinates conversion array ^^, then you Dmate in VRAM 3 : you render directly in vram (using the reg15 to bias in order to draw lines per lines as if it was a bmp)
1:Good method since the arithmetic chip convert into tiles in 1/100 second or less. And the 68k is @ 12mhz... Plus, this allow to have the same power (i think) than the method 3 without the hatched display.
2-1:Quite slow method 2-2: Average method (used in strike eagle 2 i think) 3:The third method is cool but you need to keep a decent framerate because else, you'll get a hatched display (since the vdp keeps the 50 fps)
Hope it's help.
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Post by haroldoop on Feb 3, 2005 15:21:47 GMT -5
Well, actually, I have used method 2.1: I draw all the 50 polys in the Genesis RAM, and then I use DMA to send everything to VRAM. I think I'll post the (SLOW) code in my page, so that others may have a look.
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Post by FonzieV on Feb 3, 2005 17:34:10 GMT -5
Well well, in 32x, there is a mode called "runlenght" Assuming how this mode works , it means that the display is rendered horizontal line per horizontal line and not polygon per polygon. This method is easily implementable (if you understand how the render for runlengt works) for the genesis vdp... Using the method 3 (render directly in vram).
You should take a look.
Devster, is there any 32x game that uses runlenght mode for 3D (virtua racing?).
Bye
Fonzie
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Feb 3, 2005 19:41:59 GMT -5
i haven't seen any commercial games use runlength. the only rom that uses it is that spinning multicolored 3d sonic demo (you can find out if a game uses rle by going into master cpu debug in gens and reading M100)
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Post by Tom Maneiro on Feb 4, 2005 10:08:05 GMT -5
duke3d doesn't like me i'm on the first level, and the slight second i open the first door, i get pwned by some R2D2 I have cheated savestates. Just play witn any cheat-search enabled Gens build (like mine).
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Post by haroldoop on Feb 4, 2005 10:14:41 GMT -5
As promised, I've posted the code on the "abandoned projects" section of my page: members.fortunecity.com/haroldoop/abandproje.html, it's called "Sega Genesis Polygon Test". I hope it's useful for something! ;D Yes, it looks like a good idea, although it will cause some trouble when the polygons overlap, unless one used a BSP tree beforehand.
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