Tapper remake

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jman
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Post by jman » January 12th, 2014, 12:26 am

Currently ripping sprites off MAME and creating sprite sheets... so boring...
Problem is that original sprites on arcade are sized for a 512x480 screen, while my clone currently is 320x240. I cannot resample sprites in GIMP nor at runtime (with GsSPRITE.scalex/scalex) because the result is awful.
Sprites will need to be re-done from scratch, I'm doing a useless work.
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Shendo
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Post by Shendo » January 12th, 2014, 8:45 am

PS1 supports 512x480 resolution, so you might go that way.
You need to disable double buffering and turn on interlaced mode (on GPU level).
Dev console: SCPH-7502, FreePSXBoot, CH340 serial cable.

jman
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Post by jman » January 13th, 2014, 6:26 am

Shendo wrote:PS1 supports 512x480 resolution, so you might go that way.
You need to disable double buffering and turn on interlaced mode (on GPU level).
Thanks Shendo.

In the meanwhile I've discovered that GsSPRITE resampling works indeed very well.
The problem was - guess what - in how the emulator renders the image! NO$PSX for some reason garbles the image quality, while on EPSXE looks pretty good.

Image
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Shendo
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Post by Shendo » January 13th, 2014, 11:27 am

PS1 uses nearest neighbor for scaling and the result should be pretty close to what you got with no&psx.
ePSXe's GPU plugin probably uses some other method for scaling to make it look nice.

If you want, post the current build and I'll test it for you on hardware.
Dev console: SCPH-7502, FreePSXBoot, CH340 serial cable.

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Post by isufje » January 13th, 2014, 3:53 pm

Shendo's right. If u want to know how it looks like on real hardware, you either change your ePSXe's gpu plugin resolution to 320x240 or you continue to use no$psx.

Btw, this is somewhat related... Star Ocean 2 had in-game anti-aliasing for character sprites which made them very scalable friendly. If they didn't do that, their sprites would've looked like shit. I always wondered how they did that.

jman
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Post by jman » June 10th, 2014, 6:28 am

Here are some updates.

I've reworked a lot of things:
- fully converted the game in interlaced 512x480
- converted all the sprites in 8bit TIM
- added the logic to switch screens (intro, gameplay, high scores)
- implemented 90% of the gameplay

TODO:
- when the customer reaches the barman there's no animation, I still have to do it.
- Tip recovering on the table
- memory card management
- high scores
- testing on real hardware

Attached the latest build.
I think I'll stop when I'll be able to reproduce just the first level of the game: it would take too much non-sexy programming/graphics time to implement the others.
scr0.jpg
scr1.jpg
scr2.jpg
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Post by jman » May 31st, 2016, 8:22 am

The project is in hiatus due to other programming tasks.
In the meanwhile I've put all sources on GitHub, maybe my efforts will be of any help.

https://github.com/apiraino/psx_tapper

I also tried to write a tutorial to summarize the steps to get started, hoping to save some time to newcomers.

There may be inaccuracies because I might have forgot something. Please feel free to contribute with a pr.

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Post by gwald » May 31st, 2016, 10:14 am

Nice, thanks for sharing! :clap

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