![]() It was directed and produced by Toru Hagihara, with Koji Igarashi acting as assistant director. Shader6 = "shaders/ntsc-pass2-2phase-gamma.Action role-playing, platform-adventure ( Metroidvania)Ĭastlevania: Symphony of the Night is an action role-playing game developed and published by Konami for the PlayStation and Sega Saturn. Shader5 = "shaders/ntsc-pass1-svideo-2phase.cg" This is how the Sega Saturn NTSC S-Video.cgp file from my download looks like: shaders = "8" I reckon it would be quite easy to make it generic-enough. Is there any way to make this a generic-enough shader that we could add it to other TV-connection presets? Hahaha, man I just want to thank you guys for showing me what everyone is talking about when it comes to transparencies on the saturn. ![]() When true transparency is used it is programmed in software and slows the game down greatly, as evidenced in the special weapon rooms. ![]() The PSX-derived engine is 3D-based and thus interpolation/dithering had to be used in most cases to replace true transparency. Transparencies can be done, I believe on a hardware level, in 2D operating modes. That has to be done in software as some programmers have shown they have the ability to do. The Saturn cannot do hardware alpha channel transparencies in 3D. Castlevania for the Saturn was an absolute horrendous and lazy port and not a fair judge of Saturns capabilities.Īkumajou Dracula X - Gekka no Yasoukyoku was a lazy port on the Sega Saturn alright as explained here:Īs for the Sega Saturn and transparencies this is a quote from the above linked article about the Akumajou Dracula X porting: The Saturn could actually do transparency but it depended on which VDP or layer (can’t remember exactly) that the item that was supposed to be transparent was being rendered on.
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