Announcement

Collapse
No announcement yet.

Resident Evil: Behind the Mask [+Hazardous Battle]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Gemini
    replied
    Originally posted by Kegluneq View Post
    Is Ark going to be shooting laser beams out of his eyes?
    It's far worse than that. It's not Heather's Heart Beam, but the idea has got influences from similar easter eggs.

    Leave a comment:


  • Kegluneq
    replied
    Originally posted by Gemini View Post
    Power rangers not, but I have a far worse easter egg modeled already and usable as an unconventional weapon. Maybe an outfit to go along with it, too.
    Is Ark going to be shooting laser beams out of his eyes?

    Leave a comment:


  • Gemini
    replied
    Originally posted by Aleff View Post
    MY BODY IS READY.
    (also what's your twitter id chap?)
    It's in the BODY of my signature.

    Originally posted by Drake View Post
    Can we have a power rangers costume? Just for the hell of it, maybe even add a blaster?
    Power rangers not, but I have a far worse easter egg modeled already and usable as an unconventional weapon. Maybe an outfit to go along with it, too.

    Originally posted by Zombie_X View Post
    So regarding the core engine, with this allow the game to do far more than what the previous RE games were capable of? Like having all the features of RE4 (quick knife, quick reload, quick turn)?
    The new CD-Rom code provides a completely different kind of optimizations, but all those features you mentioned are currently doable (quick turn has been there from day 1), except for maybe quick knifing since it requires extra animations and those come pricey in terms of memory (it shouldn't anymore when I move to the new format planned).
    Last edited by Gemini; 06-29-2014, 06:55 AM.

    Leave a comment:


  • Zombie_X
    replied
    Gemini, I have a suggestion for the mansion. I think it'd be a cool nod to the other games if the mansion is designed more like the one from remake, with similar lighting and setting. In addition some rooms will look like those from the other games.

    So regarding the core engine, with this allow the game to do far more than what the previous RE games were capable of? Like having all the features of RE4 (quick knife, quick reload, quick turn)?
    Last edited by Zombie_X; 06-28-2014, 07:49 PM.

    Leave a comment:


  • Drake
    replied
    Can we have a power rangers costume? Just for the hell of it, maybe even add a blaster?

    Leave a comment:


  • Aleff
    replied
    Originally posted by Gemini View Post
    You guys probably don't check twitter that much. I post there micro-updates when there isn't really much to show in terms of new assets.

    tl;dr: I'm working on the engine core, mainly procedures for optimizing ram usage. The code is currently almost as advanced as Dino Crisis 2's.
    MY BODY IS READY.
    (also what's your twitter id chap?)

    Leave a comment:


  • Gemini
    replied
    Originally posted by Ultimacloud123 View Post
    That's Awesome! Are you saying you could make it even more advanced then Dino Crisis 2?
    More advanced than DC2 could be realistic (I'm using a similar streaming+caching method), but for now it still lacks a few pieces to be comparable. If anything, when Kingcom and I are done with relocatable code modules, then that's probably the point where it gets way more advanced in terms of core procedures.

    Meanwhile I can finally enjoy the one feature I wanted to have since I realized how it worked on Final Fantasy VII: chunk-based decompression. All I need now to complete the puzzle is swizzled gfx combined with chunk compression.
    Last edited by Gemini; 06-28-2014, 05:39 AM.

    Leave a comment:


  • Drake
    replied
    And then, we will have dinosaurs in space.

    Leave a comment:


  • Ultimacloud123
    replied
    That's Awesome! Are you saying you could make it even more advanced then Dino Crisis 2?

    Leave a comment:


  • Gemini
    replied
    You guys probably don't check twitter that much. I post there micro-updates when there isn't really much to show in terms of new assets.

    tl;dr: I'm working on the engine core, mainly procedures for optimizing ram usage. The code is currently almost as advanced as Dino Crisis 2's.

    Leave a comment:


  • Guest
    Guest replied
    How's the project coming Gemini?

    Leave a comment:


  • Ultimacloud123
    replied
    Wow a week with no updates or discussion. Gemini you must be typing away since not even your Facebook's been updated.

    Leave a comment:


  • Gemini
    replied
    Originally posted by Carnivol View Post
    (Also, man, just got reminded of how stuff like Silent Hill can't be played with fast-loading on a PS2, 'cause the speech tracks are affected by it during cutscenes)
    This should be a common issue with games using SPU streams instead of XA. Most games manage sync of SPU and CD transfers with a sorta guessed timing, rather than something precise based on disk seek, sound ram transfer rate, and just-in-case error detection. Games like Chrono Cross have similar issue during movie playback because they interleave SPU chunks and BS frames, much like regular STR, but with all-software-based callback processing to keep synchrony and parallel transfers in background.

    Speaking of SPU+CD issues, I've been trying to replicate Dino Crisis' implementation of data transfers, which partially caches data and sends it to destination on demand with some clever tricks (i.e. volatile data, such as textures or sound, won't flood ram with all the segment stored). So far I was only able to process literal data with callbacks monitoring transfers; whenever I try and transfer SPU data while keeping synchrony, SPU DMA would simply fail on synchronizing (it seems to be disabled during those callbacks or callbacks in general). :| I suspect it might be an issue caused by transfers from the CD-Rom sector buffer, an operation more than likely locking away other DMA calls. What a lovely way to waste another day on API programming.

    [EDIT] Found a fix, finally. Seems like setting up an SPU transfer complete callback was the way to go (not what Dino Crisis does, but whatever). Everything seems to work now and I don't have to waste one extra byte of ram to transfer sound samples, unless the code turns out to be messed up somewhere on hardware. At least VAB samples don't go anal about it anymore, which resulted in audio tracks not working. Hooray? Hurray.
    Last edited by Gemini; 06-19-2014, 08:21 AM.

    Leave a comment:


  • Carnivol
    replied
    Originally posted by Gemini View Post
    When it doesn't do the idle-freeze thing, the major issue is voices being cut off prematurely.
    Or like the PS3 does when it's forced to run disc based PS1 games from a different region; stutters like hell on all streamed assets.

    (Also, man, just got reminded of how stuff like Silent Hill can't be played with fast-loading on a PS2, 'cause the speech tracks are affected by it during cutscenes)

    Leave a comment:


  • Gemini
    replied
    Originally posted by Necron View Post
    About the NTSC/PAL issues. Wouldn't one of those generic patchers work? Not for the horizontal lines, but for the 50Hz.
    They force the game to run in 50 Hz, but you get issues in return. If you're lucky the only problem is just the slower speed and frame-based timers working still to account 60 frames for one second (it should be 50 frames), but if a game checks for specific synchrony variables then you're screwed and more than likely will get an infinite loop error somewhere, specifically while XA audio streams are played. The European RE2 randomly does that when forced to work on NTSC, with cutscenes locking at some point and the player left there alone, unable to progress while the game simply idles trying to detect the end of the stream. When it doesn't do the idle-freeze thing, the major issue is voices being cut off prematurely.

    Leave a comment:

Working...
X