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 .
http://youtu.be/Wj0vkSPg20E Supergrafx shmup Alpha 2013 10 15
Hey, that's a pretty nice start! Everything seems to be running smoothly.
Keep up the good work!
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.
Looks like you're off to a good start there!
Dude, super sweet. Keep at it! :D
SGX cd!
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?
TOUKO, I made comments on YouTube, but not here:
AWESOME.
Continue.
Quote from: guest on 10/29/2013, 05:38 PMThis 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!
Wooooooord up!!
Looks great. And Metal Slug graphics running on PCE hardware?, thats a dream come true!
Very promising!
Thanks for all your comments :wink:
Quote from: guest on 10/29/2013, 05:38 PMThis 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
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?
Don't worry it's just by laziness :wink:
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!?
Quote from: guest on 10/30/2013, 07:52 PMI'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!?
No ,i use my own sound driver ..
It's very easy and fast for classic sound fx, but not as advanced than squirrel .
As i use CDA for musics, i don't need advanced features of squirrel, because for now i am not yet able to make complex sounds.
Looking good, nice demo
thanks man :wink:
Can't wait to see more :D
Me too :P
That's very nice! Would love to see a new SGX release some day!
Touko, check your messages. Sent you a present. :)
:shock:, fantastic, it looks realy, realy nice ..
Thanks man :wink:
Looks awesome, keep up the good work!!
touko, where do you hang out (irc???)?
in general or for this project ??
We have a dedicated forum, else i have a blog for my own stuff.
In general. I need to convince stef to come over to the light side (PCE) :D
LOL good luck , he's a megadrive intergrist and he is not really interested to evelop on other consoles, and probably because he also have not enough time .
He dislike totaly the 65x processor familly .. :P
Hi, you can see some new screens of our new SGX shmup ...
All gfx are made by fragmare .
(https://web.archive.org/web/20140627113834im_/http://fragmare.mindrec.com/hori02.gif) (https://web.archive.org/web/20151003181344im_/http://imagizer.imageshack.us/v2/800x600q90/202/dgry.png)
/axcg.png
looking good! any videos coming soon?!
No, nothing yet . :wink:
Quote from: touko on 02/09/2014, 01:16 PM(https://web.archive.org/web/20151003181344im_/http://imagizer.imageshack.us/v2/800x600q90/202/dgry.png)
^^^^^ Sharp X68000?
:shock:
It's true ..
hahaha..got it :P
I love me some crooked bldgs :)
It looks quite 'Aeroblaster-y' towards the end of the first level where the city is levelled by the boss.
ahaha yes ,but all shmups must have their city level . :-)
It's easy to work with frag, because he knows PCE very well, and like me, he loves parallaxes :mrgreen: