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    0th bit/Everdrive forums aren't fully working due to wrong id's from importer. (fixing just takes time) 0th bit posts will be added. Only major issue is the importer copied html/classes which show so need to find a way to strip/convert. this was caused from converting html rips back to SQL. This archive doesn't contain emails/private messages/ip's as we could only convert what google could see/crawl.

Recent content by XL2

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    (Homebrew) Sonic Z-Treme

    New test on real hardware (using a usb capture card). I am not using SGL anymore for rendering, only my own code (no assembly, all in c), running only on the slave CPU at the moment. The main CPU will take care of AI, game logic, collision detection, PVS decompressing, etc. It might help the...
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    (Homebrew) Sonic Z-Treme

    Here is a small tech demo I made to test if lightmaps would be a viable option for lighting. The way it works is with the same framebuffer trick I mentionned previously, with the VDP2 doing the final blending. The edges are rough since the offscreen display area is smaller and it gets enlarged...
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    (Homebrew) Sonic Z-Treme

    Still no name nor any gameplay to show, but here is some footage from last month's version. The textures aren't very good and they are too dark and I didn't put enough lights so it's hard to see. Anyway, so I am using a bsp tree with a compressed pvs for visibility. While I do have...
  4. X

    Saturn Cartdev MIDI interface module

    I see that it has the graphic tools from late 1996 (if I'm not mistaken). Any chances it could have some not yet leaked Sega libraries, like something above SGL 3.02?
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    Saturn Cartdev MIDI interface module

    Yes, it seems like we already have the 3d editor v.3.72, but this one here is 3.71, so it's likely not the lastest pack sadly. I find it a bit hard to believe that Sega didn't update any of their libraries/apps in 1997, but all we have goes up to 1996 if I'm not mistaken.
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    Sega Saturn Prototype controller with DB9/mega drive plug

    <div class="bbCodeBlock bbCodeQuote" data-author="AUSTIN PEYTON"> <div class="attribution type">AUSTIN PEYTON said: <a class="AttributionLink" href="goto/post?id=982766#post-982766">↑ </div> <blockquote class="quoteContainer">
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    (Homebrew) Sonic Z-Treme

    I added gouraud shading on everything after using a bsp compiler on pc to do light raytracing. The results look pretty nice, but I had to stop using color bank palette sprites to allow colored lighting. On real hardware the framerate goes from 20 to 30 fps, but nothing is optimized yet...
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    (Homebrew) Sonic Z-Treme

    <div class="bbCodeBlock bbCodeQuote" data-author="AUSTIN PEYTON"> <div class="attribution type">AUSTIN PEYTON said: <a class="AttributionLink" href="goto/post?id=982161#post-982161">↑ </div> <blockquote class="quoteContainer">
  9. X

    (Homebrew) Sonic Z-Treme

    <div class="bbCodeBlock bbCodeQuote" data-author="jollyroger"> <div class="attribution type">jollyroger said: <a class="AttributionLink" href="goto/post?id=981537#post-981537">↑ </div> <blockquote class="quoteContainer">
  10. X

    (Homebrew) Sonic Z-Treme

    Not a real update on Sonic Z-Treme, but I managed to get real transparency using a technique similar to Burning Rangers working on real hardware. Instead of swapping the frame buffers or waiting for it to complete its drawing in 2 passes like in BR, I do it all in one pass : I simply draw the...
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    (Homebrew) Sonic Z-Treme

    <div class="bbCodeBlock bbCodeQuote" data-author="jollyroger"> <div class="attribution type">jollyroger said: <a class="AttributionLink" href="goto/post?id=981530#post-981530">↑ </div> <blockquote class="quoteContainer">
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    Sega Saturn Widescreen hacks (Panzer dragoon Saga POC)

    <div class="bbCodeBlock bbCodeQuote" data-author="jollyroger"> <div class="attribution type">jollyroger said: <a class="AttributionLink" href="goto/post?id=979869#post-979869">↑ </div> <blockquote class="quoteContainer">
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    Sega Saturn Widescreen hacks (Panzer dragoon Saga POC)

    I have a special request : would you be able to find the code to turn on wireframe and remove user clipping calls in Quake and Duke Nukem? I would like to see how much/little overdraw these games have to see if it's worth writing a portal based engine vs "simple" pvs (I got portals/pvs working...
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    Sega Saturn Widescreen hacks (Panzer dragoon Saga POC)

    <div class="bbCodeBlock bbCodeQuote" data-author="jollyroger"> <div class="attribution type">jollyroger said: <a class="AttributionLink" href="goto/post?id=979849#post-979849">↑ </div> <blockquote class="quoteContainer">
  15. X

    (Homebrew) Sonic Z-Treme

    For sure it would be much easier than on Saturn, but what would be the point doing it? I mean, the whole point of this project is that it runs on Saturn. The Dreamcast is so much more powerful, it wouldn't make sense to spend time porting such game and it wouldn't be fun for me anyway.
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