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Профиль

Shannon Birt

Профиль Vively

Retro Computer/Console enthusiast. Attempting to tick retro game developer off bucket list . X : https://x.com/birt_shannon Youtube : https://youtube.com/@shannonbirt9267 Discord Shazza#4474

Mega Parodius Update ! Warmup added to stage 1. Broke a lot of things for a while and seaming different styles of level together with h-int effects took time. The starfield has had a Mega upgrade, was quite plain in the arcade. A 168 sprite multiplexor was used to add a lot of parallax effect !

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* MD 3D engine v8.5 * Added X scrolling of the sprite based background. Added X camera movement of the 3D plane ( broke stuff for a while due to wrapping and limited coordinate resolution ) . Video from Exodus with sprite boxing enabled to show how the sprite based BG is made up - Neo Geo style !!

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Another day , another incredible megadrive game coming . Real sense of speed , and graphically looks quite realistic / modern . Hills are not so easy to tackle it seems some racing engines , looking great here. Fantastic work by Anael.

Anaël seghezzi

Small update on the Megadrive *rally game* ? I added sprites and did some optimization so CPU is still at 70% usage with a stable 60 fps. I'm a bit disappointed by the sprite width limit per-line. I wanted a lot more dense vegetation but it's not possible with sprites. I'll try other methods.

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* Sega Megadrive 3D V8 * Toni Galvez joined the project for GFX / models & level design 25% Larger Buffer 256x160. Music added - XGM1 works, XGM2 doesn't :-( Faster buffer swap, rewrote Quad Renderer. Added a 114 sprite multiplexor ( the background is all sprites ) Added Tilt effects :-)

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* Sega MD 3D engine update * Added partial/offscreen quad rendering - was painfull coding. Massively unrolled the line filling code for quads/triangles , 15-20% speedup. Implemented an algorithm to account for fluctuating framerate for Z forward movement - it partially works. Getting there !

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** Sega MD 3D Engine Update 6** Exotic FB / DMA system allows near continuous buffer with DMA for the best of both worlds + switched to H40 mode also for more DMA speed. Frame rate up 15-20%. I do lose a spare plane but we have all the sprites yet , the target is more filll rate !!

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** Sega MD 3D engine update 5 ** Quads added , faster for 4 sided objects vs 2 triangles. Non-Linear Buffer + DMA reworked now faster than linear buffer + CPU blit . Its close still / interesting pros & cons. Assembly vertex calc + looping with qauds & triangle drawing in asm to save C calls.

0304

** Sega MD 3D Engine Update 4 ** Arwing from StarFox been modelled. This is using a linear framebuffer (FB) with CPU blitting. Just converted it to non linear buffer with DMA and both versions are running about 20 % faster than shown due to optimisations. Next step, larger FB and some objects !

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* MegaDrive 3D Engine Day 3 * Blast Processing kicks in, 68 assembly for the Line and Triangle Fills . 25-33 % speedups vs C = more Triangles & Lines at the same framerate . Prior C code was surprisingly good. Took real effort to get more speed. Focussing on render speed for now over 3d effect.

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** Sega Megadrive 3D engine day 2 ** Been playing around with Line & Triangle Drawing on the MD after thinking about doing something in 3d on the system for a while. Theres no hardware for this sort of thing on the MD so its a real optimisation game. All in C so far , 68k ASM next !!

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