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Viability of Porting Sonic Mania |
TrekkiesUnite118 - Jul 24, 2024 |
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TrekkiesUnite118 | Jul 24, 2024 | |||||
The game actually natively supports 4:3 resolution and can be set to draw properly in that resolution. It does it properly without scaling and has the game scroll more when necessary. This is what the Wii Port does if it's set to 4:3. |
Knight0fDragon | Jul 24, 2024 | |||||
Wii is actually not capable of doing 16:9 either, so what you typically had to do was software render to a 16:9 buffer, then scale that down to 4:3. and let the TV hardware scale it back to 16:9. We definitely do not have the RAM in Saturn to do that. |
TrekkiesUnite118 | Jul 24, 2024 | |||||
Yes, what I'm saying is the Wii port of Mania will set the game to run in 4:3 aspect ratio if the Wii isn't set to 16:9. So the game actually renders correctly in 4:3 with everything aligned correctly without any scaling. The engine will crop the sides to 4:3 and render in a 320x240 frame buffer instead of the 426x240 frame buffer it uses in 16:9. It will then adjust the HUD elements to be in frame and scroll more when necessary. So we shouldn't need to worry about that with the assets. |
Knight0fDragon | Jul 24, 2024 | |||
I am just saying if you want to support the wide screen mode it may be beneficial to scale down the sprites instead of adding empty space to account for the 8Npx width limitation. |
TrekkiesUnite118 | Jul 24, 2024 | |||||
I think that would probably look pretty bad. The assets are all designed around the classic sonic games resolution. Maybe having a separate set of wide-screen sprites could work, but you also have the issue of VDP2 layers needing to be squished as well which could get pretty messy with tilemaps. And not all layers can be scaled either if i remember correctly. Overall it would probably be best to just set it to 4:3 aspect ratio and not have a widescreen option. There's a reason why widescreen generally wasn't done on 2D games on Saturn. |
black_kawa | Jul 25, 2024 | |||
Which effects couldnt be plausible on the console? Transparency i understand since is the achilles heel of the machine, but i dont remember much advanced 2d effects on mania. You are talking about sprite rotation? |
TrekkiesUnite118 | Jul 25, 2024 | |||||
There's quite a bit of transparency effects last I checked. The bouncy/wavy chemical pools in Chemical Plant Zone also might be tricky to pull off on Saturn. Not only are they transparent but the way they animate might be an issue. I'm not sure if they're being done with a 3D mesh or if they're simply relying on software rendering to plot each pixel. Another is the color inversion effect that happens at the start of some levels. While palette swapping would be doable I'm not sure about how it's done spreading out in a circle when VDP2 layers and sprites are involved. Finally there may be points where there could be more background layers than we can actually do on Saturn. The key word in that statement was "maybe". Until we really dig in and see how each effect works we wont know if it's possible or how challenging they would be to pull off. This is simply pointing out possible issues. |
vbt | Jul 27, 2024 | |||||
it's just rounding on the fly and you don't modify the assets |
TrekkiesUnite118 | Jul 27, 2024 | |||||
The assets would need to be reworked anyways because they're gifs that rely on texture coordinates. |
TrekkiesUnite118 | Jul 30, 2024 | |||
So continuing to snoop around at the assets a couple other things I've noticed:
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Tiviat | Dec 28, 2024 | |||
Nahhh.....I'm pretty sure that the before ANY resolution drops or adjustments for ANY of those game's assets, you're just going to have to literally cut down the animation of everything first and foremost. Sonic's animations are utterly ridiculous in length and resolution, the stages animation and size are ginormous. In short,,before ANY sprite conversions of any kind, you're gonna have to put the ENTIRE game under the axe, just to make sure most it fits. Good luck with this though guys, I'm certain it'll look great. But it's gonna be a tight fit |
TrekkiesUnite118 | Dec 28, 2024 | |||||
To be clear, this isn't an actual project yet. This is just talking about what would need to be done to make it a reality. Secondly you could probably get the animations to work with what was already suggested. Sonic's animations for example have a lot duplicate frames that are just mirrored, and only copying what you need over to VRAM you could make it work. The bigger issue is dealing with the lack of texture coordinates and the odd sizes for some of the sprites. |
nando | Dec 28, 2024 | |||||
I've been messing with the tile loader for jo engine - I think it wouldn't be that hard actually. you don't really need texture coordinates, but instead you load the tile sizes dynamically (which would have to be done for each tilemap). it also makes it easier for animations, and yeah we can just hardware flip the mirrored tiles. probably you'd want to do that at compile time too, and not on the hardware. I'm busy working on the competition, but I might try a test of just like, Sonic or something next year. I already made a script to convert all of the images to a Saturn-friendly format / reduced color depth. |
TrekkiesUnite118 | Dec 28, 2024 | |||||
How would you get the individual sprite frames out of the sprite sheets without texture coordinates? They're not stored like your typical sprite sheet on the Saturn where each frame is it's own individual image concatenated together. It's one giant 512x512 image with all the frames stored in it: At the very minimum we'd need to rework these to be in a format that can actually work on Saturn. You could possibly do software texture coordinates on the CPU to cut each frame out and send to VRAM, but that could add a lot of unnecessary overhead on the CPU. |
Tiviat | Dec 28, 2024 | |||||
I hear you loud and clear !! But just taking a head count over the general size of such a task is an important step nonetheless, as such an simple observation of the things that would have to work with is important with all porting decisions. i was basically saying that cutting a few corners here and there in the beginning would just encourage a little headroom if things get outta hand later on , if you decided to go through with making it a reality. But anyway, I'm sure that the Saturn is easily up for more than a good portion of that task anyway. Whenever I would hear that Capcom had decided to make home versions of their crossover fighters...it was pretty obvious that sprite size and animation were the first to be sacrificed for ports on lower end hardware.They even had to drop some animation and some resolution on the SF3 Arcade--->Dreamcast ports, which at first glance was BARELY noticeable, unless the screen zoomed in. |
Tiviat | Dec 28, 2024 | |||||
You might have to just delete that white background, and painstakingly pull out all of them individually, for starters |
TrekkiesUnite118 | Dec 28, 2024 | |||||||||||||
Cutting those corners would require just as much work as you'd still need to modify all the same files and make the same modifications to the overall engine itself.
The Dreamcast and Saturn ports of the Marvel vs Capcom series have all the frames of animation at the same resolution as the arcade. What's different on Saturn is the overall resolution is 352x224 instead of 384x224 so you lose about 16 pixels on the edge of the screen resulting in characters going off screen a little sooner.
That's exactly what I already said. |
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