SSNTails

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SSNTails

@SSNTails

Formerly of Sonic Robo Blast 2 fame (co-founder). https://t.co/cJ1JBQ8B6P webmaster. Too big a family and too little free time. https://t.co/9Rfk7XaZmL

Florida, USA Katılım Şubat 2014
162 Takip Edilen2K Takipçiler
SSNTails
SSNTails@SSNTails·
@falco_girgis Heh, no need to do it for me. 🙃 But I bet even a simple blockmap-style structure with the playfield busted up even into large (512x512) chunks would absolutely do the trick. I wonder if the antigravity is the only thing in the game that spatially scans the entire object list?
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Falco Girgis
Falco Girgis@falco_girgis·
Making a note to go check for you if there's some kind of spatial partitioning structure underneath this high-level game code I'm looking at... Would be shocked if there is, tbh, if the perf is this shitty for what is going on here. Apparently 3DS also had the same struggle with the code. lol.
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Falco Girgis
Falco Girgis@falco_girgis·
Just encountered the STRANGEST freaking "bug" in our port of Sonic Mania to the Sega Dreamcast while I was beta testing with my son... Witness as the game, which runs like an absolute dream on the Dreamcast, smooth as butter, without the SH4 CPU or PVR GPU even trying, abruptly slows down to a crawl the minute the anti-gravity electromagnets come onscreen. The game remains in slideshow mode all the way through until the end of Act 1, after which it jumps to 60FPS the INSTANT the act ends and Act 2 begins? WTF?! Turns out the minute the electromagnets become activated, they are checking for objects to interact with OVER THE ENTIRE MAP until the level ends... This would've never even been a problem for a game whose low-end was a Nintendo Switch with a 4-core ARM running at over 1GHz... but the inefficiency suddenly becomes quite blatant when the same code runs on our 200Mhz single-core SH4 CPU. Until we fix this one, I will henceforth be referring to the "Flying Battery Zone" as the "Fucky Battery Zone." 🤣
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Doug TenNapel
Doug TenNapel@DougTenNapel·
I just bought Paramount.
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SSNTails retweetledi
Saxman
Saxman@SaxmanSonic·
Writing a new sound driver is hard work. But each day, after some head bashing "why isn't this working?!" moments, I always feel I'm one step closer to something we can use. The goal is smaller data sizes, slight performance boost, and support for FM/PSG sound effects.
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John Carmack
John Carmack@ID_AA_Carmack·
Is there any good reason for cameras to ever suggest 24 fps video? I tend to think that is almost always a poor choice, and users should have to go out of their way to select it. If you are recording something that will be cut into an actual shown-in-a-theater movie, then yes, you need to shoot at 24 fps to match film standards, but nearly all video is actually going to be shown by YouTube and social media on 60 fps displays. 24 fps guarantees not just a low framerate, but an uneven one, as frames get presented in a 3/2 repeated cadence (or worse, a 4/2/2/2 repeat if it gets converted to 30 fps video somewhere along the way). 120 fps displays can show 24 fps video at a constant repeat rate of 5, but I would wager that less than 10% of the video seconds today are in software and hardware properly configured to do that, and you would still be better off with 30 (or 60) fps video. There was a period where some video encoders or decoders could only just barely do 4k at 24 fps and couldn’t manage 30, but I don’t think that is common today.
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Matteusbeus - Sega Retro Dev
Matteusbeus - Sega Retro Dev@matteusbeus·
If you haven’t retweeted this yet, please get your butt into gear and help us spread it far and wide. I need this game to break out beyond my little follow circle. Also still waiting for the day it gets big enough that @HIDEO_KOJIMA_EN drops a comment 😉
Matteusbeus - Sega Retro Dev@matteusbeus

Chords: - SEGA CD Snatcher-inspired adventure - Energy-filled OST by Super jet spade - Gorgeous pixel art by 108 stars - A storyline with more twists than SEGA OutRun - A hideo kojima indie love letter #MegaDrive #SegaGenesis #IndieDev

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SSNTails
SSNTails@SSNTails·
@HCStealth YouTube slop is the original AI slop - because the creators of those types of videos are definitely rocking some artificial intelligence of their own.
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Stealth
Stealth@HCStealth·
Also since someone decided to shoot his mouth off on things he doesn't understand, I reiterate- we do not receive, nor have we ever received any residuals/royalties for any of our contract work. Further, Sega Forever delisting S1&2 mobile has nothing at all to do with Headcannon
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SSNTails
SSNTails@SSNTails·
@matteusbeus Liar. This looks like just a couple quick hex edits of Sonic 2.
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Saxman
Saxman@SaxmanSonic·
Laptop fan issues. Pretty much puts my half of SRB32X development on hold until I get that resolved. First the Retro-Bit controller, and now my computer. Is this a sign?!
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P_Hominid
P_Hominid@FUNKVESSEL·
None of the previous images ever sampled > 256 colors from the palette because I was dumb and didn't switch the test gradient from RGB to HSV. Here's a quantization with 920/1,024 colors, and full fat 18,013/65,536. Basically done now, just need an interface for color cycling
P_Hominid tweet media
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SSNTails
SSNTails@SSNTails·
@OldPirate11 You wouldn't use it for everything. Anyway, just an idea.
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Old Pirate
Old Pirate@OldPirate11·
@SSNTails I don't think it would look very good, considering the game also has other 3D elements.
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SSNTails
SSNTails@SSNTails·
@OldPirate11 Think Doom. It only texture maps on two axes, instead of 3. At least in what I’ve seen of Kula World here so far, that should be more than sufficient for the world rendering and probably improve performance significantly.
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SSNTails retweetledi
Saxman
Saxman@SaxmanSonic·
SRB32X has "widescreen" mode (thanks, Vic), but was only recently fitted to our game's needs when the camera was moved back to expose more on the sides. But the video needs horizontal stretching. I requested James Groth add 16:9 stretching to Jgenesis. It looks fantastic!
Saxman tweet media
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SSNTails
SSNTails@SSNTails·
@DenizenDev Spikes were not in older versions of SRB2 either due to performance reasons.
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Denizen Dev
Denizen Dev@DenizenDev·
@SSNTails Something I recently realized: there are no spikes anywhere in SRB32X. Is this due to technical complications, since having every spike be a separate object (as on PC) is wasteful, while on the other hand rendering a set of spikes as a single object would be tricky?
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SSNTails
SSNTails@SSNTails·
@matteusbeus @Adobe I bought Photoshop & Premiere Elements. They are total garbage. GIMP and Kdenlive are miles better, and that's really saying something. Was thinking about learning Animate, but now glad I didn't. Should probably check out Pencil2D.
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Matteusbeus - Sega Retro Dev
Matteusbeus - Sega Retro Dev@matteusbeus·
@Adobe first you stopped updating Dreamweaver and now you've cancelled Animate. I can finally just find an alternative to Adobe premiere and cancel my cloud subscription. Thanks for making my decision 10 times easier 😄
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Doug TenNapel
Doug TenNapel@DougTenNapel·
Sketching while waiting for my flight… to Israel!!
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Doug TenNapel
Doug TenNapel@DougTenNapel·
Drawings on the plane.
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