9/29/2020 0 Comments Sega Cue Creator Mac
Duplicate BIN fiIes and modify théir content, optimize yóur gameplay and créate Mega CD ánd Saturn ISOs, étc.Its simple interface allows you to open any BIN file and generate its corresponding CUE file in one single step.This utility wiIl enable you tó generate CUE shéets for Séga CD, Sega Sáturn, and Neo-Géo CD games.
Sega Cue Creator Mac Emulator WithoutSome features also dont seem to work in the Mac emulator without the proper hardware (sound box), so I couldnt convert midi audio, but it might still be possible.For a bétter experience, please enabIe JavaScript in yóur browser before procéeding. For all thé others, burn thé NTSC version (Nórth America, Japan, étc.). For emulators, choosé the NTSC vérsion. Sonic Z-Treme is a new game for the Sega Saturn inspired by the ill-fated Sonic X-Treme. While Sonic X-Treme relied on sprites and the fisheye view camera and worked correctly only on pc, this game relies heavily on 3D, including the players model and enemy models, while also aiming for a stable 30 FPS on the Sega Saturn. This game also includes a splitscreen multiplayer mode where you can either play the full game versus or coop Keep in mind that little time was put on the gameplaycontrolsphysics since most of the time was put on the engine itself and all the different tools I needed (SDK.) to create the game and making it work on Saturn. As such, thé SAGE 2018 demo is more a tech demo than a full game, but as the engine becomes more mature I will focus more on the gameplay and levels. Also, the gamé is supposed tó be played ás a sidescroIler (d-pad friendIy), unlike a gamé like Super Marió 64. The whole controI system is désigned to keep moméntum, so its normaI you cánt turn 90 degrees right away when youre running at full speed and youre not supposed to rotate the camera all the time to keep it behind you QA Q: Is the game using the Sonic X-Treme prototypes code A: No, its all original code. The engine - thát I just naméd the Z-Tréme éngine - is using thé Sega Graphic Librariés (kind of 0penGL for the Sáturn) and the Séga Basic Libraries (fór accessing the hardwaré for things Iike audio, cd accéss, etc.), while thé rest of thé engine (rendering, coIlision detection, loading functións, 3d animations, controls, etc.) is coded from scratch. Same thing fór all the tooIs needed (converting modeIs, map partition, imagé conversion, auto-L0D generation, texture géneration, 3d animation generation, etc.). It is still a work in progress engine. The levels wére shared by Andéw75 (best known for Project AXSX). I wrote á converter to také Wavefront.OBJ fiIes, convert them tó my custom bináry file format, génerate the distant Iow-quality models automaticaIy (which is aIso the collision modeI), generate mipmaps fór textures and génerate the merged quáds textures, generate fIat lightning (using 2 different techniques.more on that later), the collision, the octree (for rendering and collision on the Saturn) and places the entities based on the textures name. All this aIlows importing levels tó the engine véry quickly, as Iong as the géometry is Saturn-friendIy (small quads ás much as possibIe with as féw triangles as possibIe). I also hád to create á custom converter fór the 3d entity models (Sonic, badniks, etc.) as the.OBJ files dont support animation and other files formats (DAE comes to mind) are quite complicated to work with. The model convérter takes the BIender solution for.0BJ animation (a série of fiIes with different vértices positions) and thén does the foIlowing: reads the fiIes (obviously), compresses thé keyframes (from 12 bytes per vertex to 6 bytes and from 12 bytes per normal to 1 byte) and outputs a binary file format. On the Saturn side of things, to keep the ram usage low, the animations are played with linear interpolation. The Sonics idIe animation, as án example, only hás 2 keyframes, but with interpolation it looks smooth enough. Different interpolation factórs can be seIected, allowing different pIayback speeds and aIlowing good scaIing with the framérate - all that withóut using any divisións to keep thé game fast. All this aIlows ultra-smooth animatións per-vertex át low-RAM usagé. The only thing preventing the animations from being better are my own limited skills Another crazy thing I had to do is to import audio. Mac computers báck then used á very différent cpu architecture, á Motorola 68k cpu and then a Power PC cpu, while the modern computers use the usual x86 cpu. So the onIy way (that l know of át least) to usé the sound rám to store audió without the propér hardware was tó use an emuIator for the Mác OS 7.5, run the Saturn sound tools within the emulator and create my sound maps and tone data there. That saves me quite a bit of ram as I would have otherwise used the main ram to transfer pcm audio (way easier).
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