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Dracula X Extended mod patch by paul_met |
Mr^Burns - Sep 12, 2021 |
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Knight0fDragon | Sep 14, 2021 | |||||
I have no intention of using the map code that the game provides. I am playing around with using VDP2. |
Knight0fDragon | Sep 14, 2021 | |||||
He enables the alternative outfit be default (Up + C for Richter), maybe try that to use his other costume? |
paul_met | Sep 14, 2021 | |||||
To display the animation of the cursor, which shows the current location of the hero, you still have to use VDP1. |
Knight0fDragon | Sep 14, 2021 | |||||
i have plenty of VDP1 space for the cursor |
TrekkiesUnite118 | Sep 14, 2021 | |||||||||
This is a side effect of VDP1 transparency. It doesn't work reliably on Paletted graphics. It only works reliably on 15-bit RGB graphics. Since SotN is mostly all paletted graphics, this is most likely why the developers went for mostly using Meshes. There are a few spots where it can work correctly, but this is one where it doesn't work. Another area where it breaks is the intro sequences to new areas with the transparent box showing the name of the area. If you move forward before it disappears Alucuards colors go bonkers. It also happens with Richters sprite during the prologue fight.
When you start dealing with nuances with VDP1 and VDP2, most if not all emulators don't accurately replicate a lot of their more intricate behaviors and are a lot more lenient than the real things. So unfortunately those kind of oddities can only be found on real hardware. |
paul_met | Sep 14, 2021 | |||||||||
The point is different - do you have enough skill to animate the cursor by pausing all the rest of the animation of VDP1, and then resume it?
So, does on your Saturn displaying the same strange effect after lightning as described above? |
TrekkiesUnite118 | Sep 14, 2021 | |||||
I'd need to give it a try later and see. |
Knight0fDragon | Sep 14, 2021 | |||||
I am using Richter/Maria's pause routine as base code to achieve this. Skill is not something I am lacking in lol. |
Flupper | Sep 14, 2021 | |||
Idk, if this has been reported, is an emulator issue or if others have the same issue. The skulls seems to have some kind of "Predator camouflage", they're hard to spot, especially the small ones can be tricky. I'm using v1.2 patch (Beetle-Saturn) |
MVSBruiser | Sep 14, 2021 | |||||
I'm using a Jap Saturn with a Fenrir FYI Also, do you have a paypal or Patreon where I can throw you a coffee? |
TrekkiesUnite118 | Sep 14, 2021 | |||||
That's most likely due to how VDP1 50/50 blending works when the colors aren't direct RGB values. |
paul_met | Sep 15, 2021 | |||||||||
Yes, this is the same story as with the frozen lady earlier. Fixed for both skulls.
Not yet, but I'll think about it. |
Ardiloso | Sep 15, 2021 | |||
I noticed this mist is wrong. It shouldn't be on the foreground, the buldings are half covered by it this way. Edit: Ah, since my saturn is back at it's box, I'm playing this on retroarch on Xbox Series X so I don't know if it's a particular issue there but the browsing on the librarian shop is sloooooow. It takes a long time to move the cursor. |
paul_met | Sep 15, 2021 | |||||
The priority of the fog has been changed - now it is inside the castle, since there was no other way to make other elements translucent. The slowdown in management in the librarian's shop has something to do with the translucency of the large window with the list of items. The exact reason has not yet been established. |
TrekkiesUnite118 | Sep 15, 2021 | |||
So is that part actually supposed to be fog or is it the clouds in the background? As for the slowdown, is the menu done with VDP1 transparencies? If so VDP1 is slow at drawing those so if that's made up of a ton of those that could be what's causing the slowdown. |
Knight0fDragon | Sep 15, 2021 | |||||
yes. The menu has a bunch of VDP1 textures, nothing is VDP2 (shop wise) |
Ardiloso | Sep 15, 2021 | |||||
it's the mist/fog originally behind the mountains. |
paul_met | Sep 15, 2021 | |||||
I do not know what translucency has to do with the controls in the buy / sell items window, but this is precisely due to the activation of HT. |
TrekkiesUnite118 | Sep 15, 2021 | |||||
Well if it's made up entirely with VDP1 sprites it's probably causing a performance drop. Half Transparent sprites can take up to 6x as long to draw as normal sprites. So if there's a bunch of them and they're all overlapping each other it's probably just too much for VDP1 to handle. |
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