Updated Boot loader version Snail N Turtle Openbor platformer 640x480 32bit mode set

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Ian Micheal
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Updated Boot loader version Snail N Turtle Openbor platformer 640x480 32bit mode set

Post#1 » Tue Jul 02, 2019 6:42 pm

Hi,
This is a game called, Snail N Turtle , It's a kiddie platform game, Like rayman 1, It look's really nice. The game is by by bWWd @bWWd
https://gamejolt.com/games/snail-n-turtle/18119
The dreamcast version has changes to the colour palette, but still look's very cool Nice shadow's lighting etc.. it's really 640x480 32bit but very limted colour's to save memory.. :) Not real 32bit but allow's effect's, Speed is ok this is pushing the openbor engine a lot..
snail and turtle.png
snail and turtle2.png
snail and turtle 4.png


This use's beta5 with low memory and bootloader update from my other topic , post

Here is the Selfboot cdi image for real dreamcast and Gdemu Confirmed working Ivan GR thank you for your help and test :)


https://mega.nz/#!GyB2nSYK!WACRneJ3PL8P ... CWVM8G3D7o
Attachments
snail and turtle 6.png
Last edited by Ian Micheal on Thu Jul 04, 2019 8:05 pm, edited 4 times in total.

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megavolt85
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Re: Snail N Turtle Openbor platformer 640x480 32bit

Post#2 » Tue Jul 02, 2019 7:11 pm

Ian Micheal wrote:Hi,
32bit


dreamcast don't support 32 bit output, native 24 bit (RGB888)

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Anthony817
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Re: Snail N Turtle Openbor platformer 640x480 32bit

Post#3 » Tue Jul 02, 2019 7:19 pm

Looks pretty cool I will have to give this a try. I like these little games made for BOR that are completely different genres.
Image

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Ian Micheal
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Re: Snail N Turtle Openbor platformer 640x480 32bit

Post#4 » Tue Jul 02, 2019 7:22 pm

Yes it's not real 32bit it use's only 256 colour's but it allow's transparencies.. The video mode is 32bit in the bor engine..

Code: Select all

Game Selected: bor.pak

FileCaching System Init......   Disabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video.............  640x480 (Mode: 2, Depth: 32 Bit)

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Dakangel
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Re: Snail N Turtle Openbor platformer 640x480 32bit mode set

Post#5 » Tue Jul 02, 2019 9:24 pm

The dreamcast support 32bit textures, but output the image in 16bit mode argb1555 converted to palletized 8bit mode 256 color.

Is some waste of resources but is because the 32bit images are full stored in vram and converted to 16bits but if converted to argb888 can be proper visible but is more cpu intense.

To properly display the game, it needs to be created exclusively for the platform or remake the entire rendering code.

*i hope you are still interested in the anamorphic mode*

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Ian Micheal
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Re: Snail N Turtle Openbor platformer 640x480 32bit mode set

Post#6 » Tue Jul 02, 2019 9:48 pm

Dakangel wrote:The dreamcast support 32bit textures, but output the image in 16bit mode argb1555 converted to palletized 8bit mode 256 color.

Is some waste of resources but is because the 32bit images are full stored in vram and converted to 16bits but if converted to argb888 can be proper visible but is more cpu intense.

To properly display the game, it needs to be created exclusively for the platform or remake the entire rendering code.

*i hope you are still interested in the anamorphic mode*



Yes , for sure.. I have to completely remake the rending code to do it.. No easy task , ive not been able to get 640x360 aspect ratio with 60 pixels bars above and down the image (480-360=120/2) . i'm trying to get this working.. It's displaying rubbish allong the bottom of the screen, Height has been the problem.. Anyways I'm working on it.. I thought this game is cool to see and you could use it as a base for making your own platform games . It's breaking title screen's and some scrolling and other thing's Png's dont scale on the dreamcast port. It's pretty basic code for rending..

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Ian Micheal
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Re: Snail N Turtle Openbor platformer 640x480 32bit mode set

Post#7 » Tue Jul 02, 2019 10:25 pm

Have a look dakangel

640x360.png


Code: Select all

OpenBoR v3.0 Build IMR HW SCREEEN, Compile Date: Jul  2 2019

Game Selected: bor.pak

FileCaching System Init......   Disabled
Initializing video............
Reading video settings from 'data/video.txt'.

Using debug video mode: 640 x 360
Initialized video.............  640x360 (Mode: 255, Depth: 32 Bit)

Loading menu.txt.............   Done!


I have it working for gameplay.. you have to remake all the tile screen's menu's txt for menu
640x3602.png

As you can see the layer's are off.. would have to be redone in the game to suit all the scripts

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Ian Micheal
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Re: Snail N Turtle Openbor platformer 640x480 32bit mode set

Post#8 » Tue Jul 02, 2019 11:59 pm

here is the best i could get widescreen with out breaking layer's
640x400
640x400.png

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Dakangel
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Re: Snail N Turtle Openbor platformer 640x480 32bit mode set

Post#9 » Wed Jul 03, 2019 12:37 am

Ian Micheal wrote:here is the best i could get widescreen with out breaking layer's
640x400
640x400.png


Wow ,you are trully a dreamcast wizard, is that a combination of both anamorphic and letterbox right?.

I believe that you have "stretched distortions" on menus and hud on play screen and you are allright ,we need to modify the game assets in order to view it correctly because the anamorphic fake wide (compressing and deforming all visuals in order to enjoy it on modern tvs)

640x480 original display vs 640x480 (with forced 854x480 visuals)

Image
Image

Alexislight
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Re: Snail N Turtle Openbor platformer 640x480 32bit mode set

Post#10 » Thu Jul 04, 2019 1:53 pm

Guaauh, man!! very nice! you rocks, thanks!

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