Puff Pastry Panic Sega Saturn Homebrew

Puff Pastry Panic Sega Saturn Homebrew

Coded in Jo engine and burned to a disc, running on real hardware, output via RGB SCART and line doubled in an OSSC, then recorded with a USB capture device.

Updates
Texture mapped the main player. Fixed animation bugs. Holding B now makes the player move faster

Added basic AI. The NPC will follow if within a certain range. There is then a stopping distance where they will no longer follow. Sprite Speech bubble incorporated.

NPC collision implemented, now the NPC will also elevate when on the mounds and can’t walk through walls.

Introduced a croissant as a collectible object. It will sit in the game world until the player character passes close enough, at which point it will be “collected” and rotate at the top of the screen.

Added new geometry. VDP2 plane for sky added. Stage bounding geometry (Cliffs and Tree Walls). Car added next to one of the houses.

Added background CD audio music and SFX for jumping and steps.

Now using both CPUs. CPU 1 handles all object drawing while CPU 2 does all the collision and AI.

Ideas for future
Add more animations (Run animation for higher speed movement, flailing arms when the frog jumps)

Optimise code. currently this runs quite slow so I need to improve things somehow (eg draw distance and/or revert to flat shading at a distance)

Adjust jumping speed and fall speed to make it less floaty

Replace rotating 3D croissant once collected with a sprite in a HUD

Add some more collectible objects and NPCs

Maybe replace sky with a static background, both for performance and because I don’t like the way the VDP2 one looks like.

Maybe add 2D objects in the world.

Let me know your thoughts and ideas in the chat.

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Comments

@smokeydops says:

As for the optimization, reverting to flat texture at a distance is probably not going to help you much. You need to find a way to profile the code in order to get a grasp which parts of it are taking up the most CPU time. I would suspect that since you are using SGL, slave CPU is probably overloaded on polygon processing and you'll need to reduce geometry detail at distance. I might be out of line here of course, since the floor is VDP2.

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