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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: touko on October 28, 2013, 09:25:00 PM

Title: SGX shmup prototype
Post by: touko on October 28, 2013, 09:25:00 PM
Hi, i made a prototype of my new SGX game ..
Sorry for graphics, they are stollen from metal slug and gradius .

This graphics were used quickly for RGC 2013, a retro gaming convention in france, but they allowed me to test my new PCE/SGX graphic libraries and more .

Musics were made for this game by RayXamBer,and title screen by crapahute .
Title: Re: SGX shmup prototype
Post by: Arjak on October 29, 2013, 05:19:53 AM
Hey, that's a pretty nice start! Everything seems to be running smoothly.

Keep up the good work!
Title: Re: SGX shmup prototype
Post by: pixeljunkie on October 29, 2013, 05:33:05 AM
very impressive to see all the scrolling and colors together! Could be amazing. I think a super polished, homebrew shmup for SGX would be rad as hell.
Title: Re: SGX shmup prototype
Post by: Arkhan on October 29, 2013, 06:14:55 AM
Looks like you're off to a good start there!

Title: Re: SGX shmup prototype
Post by: nodtveidt on October 29, 2013, 07:58:21 AM
Dude, super sweet. Keep at it! :D
Title: Re: SGX shmup prototype
Post by: Opethian on October 29, 2013, 08:19:11 AM
SGX cd!
Title: Re: SGX shmup prototype
Post by: spenoza on October 29, 2013, 10:38:24 AM
This brings up a couple interesting questions about the SGX. Using hsync tricks, could it be possible to emulate several overlapping background layers without the use of sprites? Also, with two video processors on tap, can the SGX use twice as many color palettes simultaneously?
Title: Re: SGX shmup prototype
Post by: esteban on October 29, 2013, 11:28:16 AM
TOUKO, I made comments on YouTube, but not here:

AWESOME.

Continue.
Title: Re: SGX shmup prototype
Post by: ccovell on October 29, 2013, 12:59:42 PM
This brings up a couple interesting questions about the SGX. Using hsync tricks, could it be possible to emulate several overlapping background layers without the use of sprites? Also, with two video processors on tap, can the SGX use twice as many color palettes simultaneously?

Yes, Hsync tricks can be used to overlap the same 2 BGs several times.
The SGX has 2 VDCs, but only one VCE, which manages the palettes, so: same # of palettes as the PCE.

Cool demo, Touko!
Title: Re: SGX shmup prototype
Post by: ParanoiaDragon on October 29, 2013, 02:46:40 PM
Wooooooord up!!
Title: Re: SGX shmup prototype
Post by: saturndual32 on October 29, 2013, 03:02:56 PM
Looks great. And Metal Slug graphics running on PCE hardware?, thats a dream come true!
Very promising!
Title: Re: SGX shmup prototype
Post by: touko on October 29, 2013, 09:29:25 PM
Thanks for all your comments  :wink:

This brings up a couple interesting questions about the SGX. Using hsync tricks, could it be possible to emulate several overlapping background layers without the use of sprites?
Yes, this is what i do,all parallaxes are tiles only, and the hud is also tiles .
You cannot plays with background priority as Md/snes do, but you can easy do it manually, when you create the background layers .

Keep in mind that almost the graphics was done quickly, the final game should be better,and of course without ripped assets.

The main purpose of this alpha, is to test some new SGX/PCE routines, mainly for sprites (the old devkit method was not good for me) .
And maybe BillyBoy will be the first SGX+scd²+AC game  :D
Title: Re: SGX shmup prototype
Post by: Necromancer on October 30, 2013, 04:47:03 AM
Cool demo!  Is there a technical reason that the background tiles repeat so quickly (memory limits or what not), or is it just because they're placeholders?
Title: Re: SGX shmup prototype
Post by: touko on October 30, 2013, 04:50:36 AM
Don't worry it's just by laziness  :wink:
Title: Re: SGX shmup prototype
Post by: Arkhan on October 30, 2013, 12:52:26 PM
I'm curious about the sounds.

Are the voices ADPCM, the music all CD (with some obvious chip sounds, such as the level intro and stuff)?

Are the sfx using Squirrel!?
Title: Re: SGX shmup prototype
Post by: touko on October 30, 2013, 09:11:37 PM
I'm curious about the sounds.

Are the voices ADPCM, the music all CD (with some obvious chip sounds, such as the level intro and stuff)?

Are the sfx using Squirrel!?

No ,i use my own sound driver ..
It's very easy and fast for classic sound fx, but not as advanced than squirrel .

As i use CDA for musics, i don't need advanced features of squirrel, because for now i am not yet able to make complex sounds.
Title: Re: SGX shmup prototype
Post by: SuperPlay on November 06, 2013, 05:55:20 AM
Looking good, nice demo
Title: Re: SGX shmup prototype
Post by: touko on November 06, 2013, 06:31:20 AM
thanks man  :wink:
Title: Re: SGX shmup prototype
Post by: Bonknuts on December 01, 2013, 03:55:10 AM
Can't wait to see more :D
Title: Re: SGX shmup prototype
Post by: touko on December 01, 2013, 10:13:04 PM
Me too  :P
Title: Re: SGX shmup prototype
Post by: termis on December 03, 2013, 11:13:31 PM
That's very nice!  Would love to see a new SGX release some day!
Title: Re: SGX shmup prototype
Post by: fragmare on December 17, 2013, 11:49:32 PM
Touko, check your messages.  Sent you a present.  :)
Title: Re: SGX shmup prototype
Post by: touko on December 18, 2013, 12:24:00 AM
 :shock:, fantastic, it looks realy, realy nice ..
Thanks man  :wink:
Title: Re: SGX shmup prototype
Post by: turbokon on December 19, 2013, 03:56:58 AM
Looks awesome, keep up the good work!!


Sent from my iPhone using Tapatalk (http://tapatalk.com/m?id=1)
Title: Re: SGX shmup prototype
Post by: Bonknuts on December 19, 2013, 06:47:28 PM
touko, where do you hang out (irc???)?
Title: Re: SGX shmup prototype
Post by: touko on December 19, 2013, 07:28:11 PM
in general or for this project ??

We have a dedicated forum, else i have a blog for my own stuff.
Title: Re: SGX shmup prototype
Post by: Bonknuts on December 19, 2013, 07:31:35 PM
In general. I need to convince stef to come over to the light side (PCE) :D
Title: Re: SGX shmup prototype
Post by: touko on December 19, 2013, 07:35:31 PM
LOL good luck , he's a megadrive intergrist and he is not really interested to evelop on other consoles, and probably because he also have not enough time .

He dislike totaly the 65x processor familly  .. :P
Title: Re: SGX shmup prototype
Post by: touko on February 09, 2014, 05:16:59 AM
Hi, you can see some new screens of our new SGX shmup ...
All gfx are made by fragmare .

(http://fragmare.mindrec.com/hori02.gif)

(http://imagizer.imageshack.us/v2/800x600q90/202/dgry.html)

(http://imagizer.imageshack.us/v2/800x600q90/89/axcg.html)
Title: Re: SGX shmup prototype
Post by: sirhcman on February 09, 2014, 05:37:55 AM
looking good! any videos coming soon?!
Title: Re: SGX shmup prototype
Post by: touko on February 09, 2014, 05:40:24 AM
No, nothing yet .  :wink:
Title: Re: SGX shmup prototype
Post by: ccovell on February 09, 2014, 10:12:43 AM
(http://imagizer.imageshack.us/v2/800x600q90/202/dgry.html)


^^^^^ Sharp X68000?
Title: Re: SGX shmup prototype
Post by: touko on February 09, 2014, 07:07:22 PM
 :shock:

It's true ..
Title: Re: SGX shmup prototype
Post by: Tatsujin on February 09, 2014, 07:39:28 PM
hahaha..got it :P

I love me some crooked bldgs :)
Title: Re: SGX shmup prototype
Post by: megatron-uk on February 09, 2014, 07:55:14 PM
It looks quite 'Aeroblaster-y' towards the end of the first level where the city is levelled by the boss.
Title: Re: SGX shmup prototype
Post by: touko on February 09, 2014, 08:11:40 PM
ahaha yes ,but all shmups must have their city level . :-)

It's easy to work with frag, because he knows PCE very well, and like me, he loves parallaxes  :mrgreen: