Originally posted by Kegluneq
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Resident Evil: Behind the Mask [+Hazardous Battle]
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Originally posted by Aleff View PostMY BODY IS READY.
(also what's your twitter id chap?)
Originally posted by Drake View PostCan we have a power rangers costume? Just for the hell of it, maybe even add a blaster?
Originally posted by Zombie_X View PostSo 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 Gemini; 06-29-2014, 06:55 AM.
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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.
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Can we have a power rangers costume? Just for the hell of it, maybe even add a blaster?
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Originally posted by Gemini View PostYou 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.
(also what's your twitter id chap?)
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Originally posted by Ultimacloud123 View PostThat's Awesome! Are you saying you could make it even more advanced then Dino Crisis 2?
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.
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That's Awesome! Are you saying you could make it even more advanced then Dino Crisis 2?
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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.
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Guest repliedHow's the project coming Gemini?
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Wow a week with no updates or discussion. Gemini you must be typing away since not even your Facebook's been updated.
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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)
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.
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Originally posted by Gemini View PostWhen it doesn't do the idle-freeze thing, the major issue is voices being cut off prematurely.
(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)
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Originally posted by Necron View PostAbout the NTSC/PAL issues. Wouldn't one of those generic patchers work? Not for the horizontal lines, but for the 50Hz.
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