Author Topic: SGX shmup prototype  (Read 1568 times)

touko

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SGX shmup prototype
« on: October 28, 2013, 09:25:00 PM »
Hi, i made a prototype of my new SGX game ..
Sorry for graphics, they are stollen from metal slug and gradius .

This graphics were used quickly for RGC 2013, a retro gaming convention in france, but they allowed me to test my new PCE/SGX graphic libraries and more .

Musics were made for this game by RayXamBer,and title screen by crapahute .

Arjak

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Re: SGX shmup prototype
« Reply #1 on: October 29, 2013, 05:19:53 AM »
Hey, that's a pretty nice start! Everything seems to be running smoothly.

Keep up the good work!
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pixeljunkie

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Re: SGX shmup prototype
« Reply #2 on: October 29, 2013, 05:33:05 AM »
very impressive to see all the scrolling and colors together! Could be amazing. I think a super polished, homebrew shmup for SGX would be rad as hell.

Arkhan

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Re: SGX shmup prototype
« Reply #3 on: October 29, 2013, 06:14:55 AM »
Looks like you're off to a good start there!

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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nodtveidt

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Re: SGX shmup prototype
« Reply #4 on: October 29, 2013, 07:58:21 AM »
Dude, super sweet. Keep at it! :D

Opethian

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Re: SGX shmup prototype
« Reply #5 on: October 29, 2013, 08:19:11 AM »
SGX cd!

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spenoza

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Re: SGX shmup prototype
« Reply #6 on: October 29, 2013, 10:38:24 AM »
This brings up a couple interesting questions about the SGX. Using hsync tricks, could it be possible to emulate several overlapping background layers without the use of sprites? Also, with two video processors on tap, can the SGX use twice as many color palettes simultaneously?
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esteban

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Re: SGX shmup prototype
« Reply #7 on: October 29, 2013, 11:28:16 AM »
TOUKO, I made comments on YouTube, but not here:

AWESOME.

Continue.
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ccovell

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Re: SGX shmup prototype
« Reply #8 on: October 29, 2013, 12:59:42 PM »
This brings up a couple interesting questions about the SGX. Using hsync tricks, could it be possible to emulate several overlapping background layers without the use of sprites? Also, with two video processors on tap, can the SGX use twice as many color palettes simultaneously?

Yes, Hsync tricks can be used to overlap the same 2 BGs several times.
The SGX has 2 VDCs, but only one VCE, which manages the palettes, so: same # of palettes as the PCE.

Cool demo, Touko!

ParanoiaDragon

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Re: SGX shmup prototype
« Reply #9 on: October 29, 2013, 02:46:40 PM »
Wooooooord up!!

saturndual32

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Re: SGX shmup prototype
« Reply #10 on: October 29, 2013, 03:02:56 PM »
Looks great. And Metal Slug graphics running on PCE hardware?, thats a dream come true!
Very promising!

touko

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Re: SGX shmup prototype
« Reply #11 on: October 29, 2013, 09:29:25 PM »
Thanks for all your comments  :wink:

This brings up a couple interesting questions about the SGX. Using hsync tricks, could it be possible to emulate several overlapping background layers without the use of sprites?
Yes, this is what i do,all parallaxes are tiles only, and the hud is also tiles .
You cannot plays with background priority as Md/snes do, but you can easy do it manually, when you create the background layers .

Keep in mind that almost the graphics was done quickly, the final game should be better,and of course without ripped assets.

The main purpose of this alpha, is to test some new SGX/PCE routines, mainly for sprites (the old devkit method was not good for me) .
And maybe BillyBoy will be the first SGX+scd²+AC game  :D
« Last Edit: October 30, 2013, 09:30:05 PM by touko »

Necromancer

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Re: SGX shmup prototype
« Reply #12 on: October 30, 2013, 04:47:03 AM »
Cool demo!  Is there a technical reason that the background tiles repeat so quickly (memory limits or what not), or is it just because they're placeholders?
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touko

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Re: SGX shmup prototype
« Reply #13 on: October 30, 2013, 04:50:36 AM »
Don't worry it's just by laziness  :wink:

Arkhan

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Re: SGX shmup prototype
« Reply #14 on: October 30, 2013, 12:52:26 PM »
I'm curious about the sounds.

Are the voices ADPCM, the music all CD (with some obvious chip sounds, such as the level intro and stuff)?

Are the sfx using Squirrel!?
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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If you're not ready to defend your claims, don't post em.