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So.., here's an intriguing twist... 😮🤯
Turns out the recently shared Saturn homebrew by misscelan, is actually a PORT of a PlayStation homebrew.., also by misscelan!!! This, of course, makes for a very interesting story, so here's a little more information on this fascinating new work in progress... 😉
Working Title: "Noah and the Poohloudies" by misscelan
Original PlayStation version:
https://www.youtube.com/channel/UCkh_i0 ... yjgYN_91cw
Sega Saturn Port:
"You are a robot called Noah and you are tasked with a mission to save several other robots [Poohloudies] from a meteorite that is on a path to destroy their planet. When you encounter and jump on one of these robots [Poohloudies], they will merge with you, granting new abilities. So, it's kind of like a 3D Platformer with monster hunting..."
"I actually spent a great deal of time working on the PlayStation version [before deciding to port it to Saturn].
Saturn does have some benefits over PlayStation (and vice versa). The same goes for the assembly language they use.
If you want to squeeze them, each has its own cool features that the other doesn't...
That said, the PlayStation's GTE [Geometry Transfer Engine] makes it much easier to push a huge amount of polygons, but the Saturn's lighting fast [CPU] multiplication gets it pretty close. Each console is basically a completely different world.
The [Saturn's] architecture is a bit messy, but I like to make it a 'well-thought architecture' by simply ignoring some parts of the hardware, like the DSP or VDP2 (I don't use them at all, and if everything goes according to plan, I never will...)
Without them, it's fairly similar [to PSX development]. The use of quads and the lack of UVS is a annoyance, but it's just a bit more initial work for the exporters on the art side of things...
I'm basically using a custom renderer that doesn't bother waiting for VDP2 to sync... The benefit of this is not having to wait for VDP2 on every frame, however, the drawback is the inability to create some of the more advanced lighting and effects that XL2 does, for example, in HellSlave.
Without the use of VDP2, the background is just a skydome rendered in VDP1. There are probably ways to do it in VDP2.., but that would likely mess with the overall rendering and possiblity of doing other things while the plotter works... So, it's basically just a sphere with a gradient color inside, and other textures, like the clouds, are placed on an inner sphere.
As for the use of the DSP, it looks good when most of the polys are sequential and you're not culling much, like a racing game or a crash bandicoot type game.., because the MAC operation on the SH-2s does already 4 instructions at a time without halting much. [for a more open environment like this, it didn't seem appropriate]
[For the Saturn version] I still need to implement some missing features, and it's currently running on a single processor at about 17-18 FPS on real hardware, so it's not really playable yet... Using both CPUs, it ought to reach 30 FPS, and once I have everything implemented that is present in the PlayStation version and optimize it a bit more, I'll be sure to share a demo on SegaXtreme."
Buscando homebrew también encontré esto que creo que aclara un poco tu pregunta: http://www.psxdev.net/forum/viewtopic.php?f=24&t=3702
SuperPadLand escribió:@Misscelan buenas! No sabía que eras español Lo primero felicitarte, no abunda el homebrew en 3D y mucho menos en Saturn o PSX por eso me sorprendió mucho tu proyecto...