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Post by TrekkiesUnite118 on Mar 21, 2013 18:04:53 GMT
I'd personally like a Sci-Fi / Fantasy theme similar to Phantasy Star.
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batman
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Post by batman on Mar 22, 2013 23:15:45 GMT
I vote for Sci-Fi! "Saturn Saga" or something.. ;D
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mick_aka
Kickin' it lively!
"Mick is moderately adequate."
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Post by mick_aka on Apr 9, 2013 17:08:16 GMT
How the shitting hell did I miss this...
I'm well up for it, especially graphics and/or modelling work (which I have all the original tools for), my coding skills are not what they once were, but once the new site is launched I'll have a little more time to brush up if we're struggling.
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Post by TrekkiesUnite118 on Apr 9, 2013 18:46:57 GMT
I did have a thought now that you're posting in this Mick. If I remember correctly you have a Psy-Q development kit correct?
If I remember correctly Final Fantasy VII, VIII and IX were developed on the PS1 using Psy-Q development kits. I'm curious if we could possibly open the PS1 assets in the Psy-Q development environment and possibly use them to make some kind of battle engine demo.
And if that doesn't work, we could use what fans have already extracted and made available on other sites.
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mick_aka
Kickin' it lively!
"Mick is moderately adequate."
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Post by mick_aka on Apr 9, 2013 21:41:11 GMT
I have parts of several dev kits... but sadly not all the parts necessary to use any of them for their intended purpose, MOST Saturn dev kit is utterly redundant now anyway as PCs are powerful enough to perform anything dedicated hardware was previously used for.
If the files are in a format supported by the various original Sega applications I have then I can open, view, optimise and save in the appropriate format ready to reference and compile.
That still leaves you needing a very good programmer that either is already, or willing to become familiar with the platform.
If we're going to go all out writing a battle engine from the ground up I'd much rather produce bespoke character models for it anyway...
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Post by TrekkiesUnite118 on Apr 9, 2013 22:29:49 GMT
Well, I don't have a problem with learning the platform if necessary to program for it. I just need motivation really.
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Post by WukaChopSuey on Apr 10, 2013 0:08:12 GMT
Me too, I can't guarantee anything due to time constraints and the fact I'm currently spending more time taking bits of my cars engine out instead of gaming.... But I'll give it a good go, I'll look into SH2 programming over the weekend and see what I can do.
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Post by Yart on Apr 25, 2013 2:04:06 GMT
I only have one exam left. After this I'm all good.
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Post by WukaChopSuey on May 7, 2013 0:36:49 GMT
Looked into the programming required. It'll require my blood alcohol level to be at least 99.9% for me to make heads or tails of it - I'll give it a try, I can't guarantee anything but I'll try to get a simple "Hello World" running on hardware by the weekend.
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Post by TrekkiesUnite118 on May 7, 2013 2:23:12 GMT
Yeah, I've been looking at it too, but I just haven't had the time to really look at it and play around.
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Deleted
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Post by Deleted on Jul 26, 2013 12:46:09 GMT
Am I correct in assuming that a decent Saturn game would require assembler programming? It will defintely require knowledge of the Saturn libraries and access to documentation.
Maybe there is a C compiler - but I suspect that assembler programming was required during the 32bit era in order to extract performance.
I have done a bit of hobbyist assembler programming - but that would have been old 8bit processors such as 6502 and its variants. Assembler isn't necessarily more difficult - but it does mean a longer dev time - and the debug process would be a lot more tortuous.
32bit consoles probably use processors with larger instruction sets that were popular like the Motorola 68000 that are an alternative to the stripped down RISC processors with their simpler instruction sets.
A Hello World program would have to be done first to get the compile/link/publish process loop in place and then a simple Pong or Tank game would have to be tackled before anyone could consider a genre.
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pulstar
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Post by pulstar on Jul 26, 2013 15:20:35 GMT
The SH2 processors use a RISC instruction set so should be a little simpler (a little, not a lot). The main problem will be getting everything working together nicely which was one of the reasons the Saturn was never developed to its full potential. Does anyone have any source code of homebrew Saturn software to have a look at? This would make the beginning of this process a lot simpler. EDIT: Just found this if it is of interest to anyone... link
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vbt
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Post by vbt on Jul 26, 2013 20:12:19 GMT
The SH2 processors use a RISC instruction set so should be a little simpler (a little, not a lot). The main problem will be getting everything working together nicely which was one of the reasons the Saturn was never developed to its full potential. Does anyone have any source code of homebrew Saturn software to have a look at? This would make the beginning of this process a lot simpler. EDIT: Just found this if it is of interest to anyone... linkwell done =)
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antime
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Post by antime on Jul 27, 2013 14:01:23 GMT
Am I correct in assuming that a decent Saturn game would require assembler programming? No, at least not very much. GCC works for both the SH2s and the 68000. The same compilers were used back in the day. Of course newer versions produce better code, but even back then really only the performance-critical parts would have been written in assembly. Just found this if it is of interest to anyone... linkWell done indeed (that is my website, the link is in my post signature). You might also be interested in libyaul, and for actually running code on real hardware without the boondoggle of wasting money on useless old dev consoles there's another project of mine. And of course there's about a decade worth of useful posts on the SegaXtreme Saturn Dev forum.
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Deleted
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Post by Deleted on Jul 27, 2013 14:17:50 GMT
cool - great to see dev resources available too......
i have so many things i want to do homebrew-wise and here's another distraction......
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