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Saturn contest infoSunday, 17 September, 2006, 11:40Hello everyone, you might have noticed the lack of updates recently. That's due to a new job I got, which will take me quite busy for the next couple of months. Nevertheless, I've been doing some Saturn related stuff and I will do so in the future, too. I would like to release the source code of the The Approach the limits, my friends, use a high polygon count, choose the highest possible screen resolution that's appropriate for your entry. Keep in mind that double interlace (2x vertical resolution) halfes the maximum framerate and may cause some flickering on images, while hires display (2x horizontal resolution) forces paletted sprites (no gouraud shading and lightning) and limits the number of VDP2 backgrounds (only 4 cycle patterns instead of 8). So for 2d games, you can almost always use double interlace and hires. For 3d games, you can use double interlace when your game doesn't need more than 30(NTSC)/25(PAL) frames per second. Some side notes: You can use different resolutions for VDP1 and VDP2: this way you can have normal resolution 3d polygons combined with hires and double interlaced background scrolls (like done in You can get 10 percent extra overall system speed by choosing vertical resolutions like 352 or 704 instead of 320 and 640 (Like done in You can even use hires with 3d gfx and apply red gouraud shading to create really professional effects like the chrome and bump effect shown in the CHROME example of the SGL library. This is definitly a topic for advanced programmers. |