![]() ![]() Then it will be the colourising stage that clips the flooded buffer, and rotates the framebuffer.Īlso, add a mode for the foreground, so it doesn't do the per-scanline scrolling stuff. Longwords, since tiles are 8 pixels/bytes wide. This will allow us to do the AND OR trick with Written, even if they go outside the bounds of the screen. We'll be using a 'flooded buffer' for the indexed bitmap: room will be given so that entire tile-lines can be The low background doesn't need an alpha test: just set the first colour in every palette line to theīackground colour, and memcpy the pixels. We parse them, and put the high-priority ones into a list for later. I'm also not sure how I'd make priorities work. So, though I'm not sure if that would be good for performance. This allows me to cache palette line calculations for all 64 pixels.Īlso, by directly emulating planes, I can simply port the original game's level drawer, so that's cool.Īnyway, as I said above, I could potentially merge the colouring stage with the blitting stage if I do My idea is to make the renderer emulate the VDP much more closely: by emulating planes, I can renderĮntire tiles instead of scanlines. ![]() Alright, let's be more clear: the current renderer is tile-scanline-based. Extra new plan: switch to tile-based drawing, and merge the colouring stage with the blitting stage, to reduce palette line calculations Blit different colours to different framebuffers, and render them with vertex colours? (nope) ![]() New plan: move the colouriser to the second core, optimise the hell out of the blitter, and Bob's your uncle SonLVL integration (external collision arrays) If you ever plan to finish this port, then best of luck. I was thinking about a similar idea, being a Sonic 1 port for PC, but I heard that Markey was already doing something of the sort, so I moved on.Įven in it's early state, and from what I see thus far, I feel that Sonic 2 especially will benefit from the higher resolution, and I'll probably have more to say (on the Discord, or editing this post) after trying out the Wii version. It would be nice to see the underclocked speed version available somewhere, perhaps less "out in the open," but if you're uncomfortable with even that, I can understand why. (It was a bit of "I won't believe it until I see it," but more under the idea that "I believe it can with some effort." I was looking more to see what the severity was, and if it would be worth trying to optimize, whether it be from one person or another's effort to do so.) My apologies for the post's tone being other than intended, but thank you for the explanation. For the audio to work, you'll need to dump your DSP. Also, because it's a homebrew CIA file, it will need to be installed with FBI, which requires your New 3DS have Custom Firmware. The New 3DS port will not run on the original 3DS (XL), or the original 2DS. It's 32-bit, and relies on SDL2, so it should be fairly compatible. Please note that this port is meant to be as accurate to the original game as possible (barring the above contest-only enhancements), so you may encounter a number of vanilla bugs, such as Sonic having trouble jumping out of shallow water and Debug Mode causing him to behave like he's underwater even when he isn't. The music has been replaced with the original demo tracks by Masato Nakamura - the original game didn't use these, primarily because of the massive amount of cartridge space they would take.Aquatic Ruin Zone's underwater section has an added ripple effect (actually ported from Sonic 3's Angel Island Zone) - while a ripple effect was in Sonic 1, it was removed from Sonic 2, likely for performance reasons.The game is in widescreen (in fact, the whole screen's been extended, from 320x224 to 400x240) - this is not possible on the Mega Drive for reasons that should be obvious.That said, to showcase the possibilities of this port, I've added some enhancements: Debug Mode is enabled by default, so at least you won't get stuck anywhere. The only level currently available is Aquatic Ruin Zone Act 1. ![]() Note that this is an extremely early proof-of-concept: there are barely any objects, there's no Tails, and Sonic cannot die. A similar thing was done by Sega back in the 90s to produce their PC ports of Sonic CD and Sonic 3 & Knuckles. With that out of the way, this is a port that was done by manually translating the original game's 68000 assembly code to C, and adapting it for PC and New 3DS. In that regard, it's about as much of a port as Sonic 2 HD is. You might consider the TaxStealth mobile version of Sonic 2 to be a port, but I'd beg to differ: that version was made by recreating Sonic 2 on top of the Retro Engine - while it may look and feel like the original, under the hood that is simply not the case. ![]()
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