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Need for Speed II SE - Sega Saturn Prototype [UPDATE 3]

Ziimbiian

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Need for Speed II SE - Sega Saturn Prototype [UPDATE 3]

7 679 просмотров · 7 дней назад
Ziimbiian
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7 679 просмотров · 7 дней назад
This is Update 3 of NFS II SE - Sega Saturn (vibe)Port, in this video, I'm going to show the main menu, music and a framerate test 1) Main Menu: The one everyone loves, it uses the PS1 version of it, it's still not complete as some textual and graphical elements need to be aligned, but everything is pretty much there; Showcases, options, race conditions, car selector, everything. 2) Music: Yes, the music is back as you can hear, it uses the PC quality (EA-XA, 22 kHz stereo) for everything in the game as well as interactive music for the races, let me tell you that one was the hardest implement and to get right, at the end, it uses ADPCM stream from data track, using the CD-DA approach would have made the game constantly seek the track to play, causing stuttering during gameplay (altho i don't discard the usability of it, if that meant saving resources) 3) Framerate: As you can see in Mystic Peaks, I'm running a full grid with music and extra sound effects at 20 fps (with some drops when the situation is heavy, such as track detail + opponents), other than that, it stays that way for most of the tracks. My main issue are the road marks, NFS II layers the road marks around the tracks as a standard texture and i simply cannot wrap my head around them, I'll find a way to have them without destroying the game's framerate, for now, they are disabled. Coming with the framerate test also comes with a very cool optimization trick which wasn't landed properly in previous builds: Camera rendering what it sees Basically, anything behind or not present in front of the game's camera doesn't get rendered, leaving the VDP1 and 2 CPUs a lot of space to work with Also, both Master and Slave are in charge of rendering the polygons, a lot of the previous benchmarks and logs always had either of both in a bottleneck or "idle" state, so the best solution possible was to make the polygon rendering be split between both, so now the bottleneck is not present and both CPUs are working how they should. In the previous post i stated that the game is at "Near completion" well i lied, it's around...70%, it's just the main menu things that bother me a lot, then other stuff such as the missing dials for interior views and the 32/16 texturing present for some tracks of the game, which makes them look horrible... Also, the car's shadow, i want that transparent, but that's for the end of the build where i would've ready to release Anyways i hope you all enjoy the progress so far, thanks for the constant support. I had some people reach out on Discord asking if they can donate, while i don't like receiving donations for vibe-coded stuff, I'll still leave the link if anyone wants to help me pay the electricity bill (THE PORT WILL BE FREE, THIS IS NOT SITTING BEHIND A PAYWALL AND WILL NEVER BE, just to clarify): https://ko-fi.com/ziimbiian