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Dracula X Extended mod patch by paul_met
Mr^Burns - Sep 12, 2021

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 paul_met Sep 14, 2021

MVSBruiser said:

I do not see such a bug on the emulator. It may have something to do with your hardware.


MVSBruiser said:

It looks like you were using patch version 1.2. Thank you for the report. This bug is due to the activation of Gouraud shading, which is not compatible with translucency.


MVSBruiser said:

Since the so-called "third hand" appeared in the version for Saturn, it occupied the "L" button. So, there are no free buttons left. Therefore, a combination of buttons is used to call the global map.

 Knight0fDragon Sep 14, 2021

paul_met said:

I have no intention of using the map code that the game provides. I am playing around with using VDP2.

 Knight0fDragon Sep 14, 2021

Ardiloso said:


He enables the alternative outfit be default (Up + C for Richter), maybe try that to use his other costume?

 paul_met Sep 14, 2021

Knight0fDragon said:

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

paul_met said:

i have plenty of VDP1 space for the cursor

 TrekkiesUnite118 Sep 14, 2021

MVSBruiser said:



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.


paul_met said:


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

Knight0fDragon said:

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?


TrekkiesUnite118 said:

So, does on your Saturn displaying the same strange effect after lightning as described above?

 TrekkiesUnite118 Sep 14, 2021

paul_met said:

I'd need to give it a try later and see.

 Knight0fDragon Sep 14, 2021

paul_met said:


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

paul_met said:


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

Flupper said:

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

Flupper said:

Yes, this is the same story as with the frozen lady earlier. Fixed for both skulls.


MVSBruiser said:

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

Ardiloso said:

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

TrekkiesUnite118 said:

yes. The menu has a bunch of VDP1 textures, nothing is VDP2 (shop wise)

 Ardiloso Sep 15, 2021

TrekkiesUnite118 said:

it's the mist/fog originally behind the mountains.

 paul_met Sep 15, 2021

TrekkiesUnite118 said:

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

paul_met said:

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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