Thanks! I'll also re-post it here, just in case:gasega68k wrote: ↑Sun Sep 19, 2021 4:46 amThe "Port Town" music wasn't done by me it was a Raijin amazing work!
He made it on 2015 when I did the first G-zero demo, you can find it here:
https://www.sega-16.com/forum/showthrea ... post703907
Mode 7 demo for Genesis/MD
Moderator: Mask of Destiny
Re: Mode 7 demo for Genesis/MD
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Re: Mode 7 demo for Genesis/MD
if you havent already, ever thought about looking at the Wacky Racers prototype coding?
the navigation in Wacky Racers has the same gameplay issue as the G-Zero and Sonic Team Racing demos though, navigation is difficult because theres too much unnecessary horizon background and not enough road distance. the angle of the road needs adjusted for more road draw-distance that moves up the horizon to replace the space on top of the screen.

the navigation in Wacky Racers has the same gameplay issue as the G-Zero and Sonic Team Racing demos though, navigation is difficult because theres too much unnecessary horizon background and not enough road distance. the angle of the road needs adjusted for more road draw-distance that moves up the horizon to replace the space on top of the screen.


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Re: Mode 7 demo for Genesis/MD
Did you realized that the computation time is directly dependent from the "road" vertical size ?
More road means more computation time means fewer "frame per second" which would affect really badly the gameplay.
More road means more computation time means fewer "frame per second" which would affect really badly the gameplay.