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Restoring gameplay scanline depth in the TD2 SDL port

Restoring gameplay scanline depth in the TD2 SDL port

via Dev.toNivando Soares

Restoring gameplay scanline depth in the TD2 SDL port This checkpoint closed a very specific visual bug in the SDL reimplementation of The Duel: Test Drive II . The promoted gameplay rail gameplay_live_race_mid was still rendering from a flat end-of-frame ppu_state , which made the road swallow the shoulders and the horizon. That was good enough for early archaeology, but not for a faithful SNES-mimetic port. The fix was to stop treating that gameplay seed as one global presentation state. I attached the measured visible-scanline profile from tools/out/lane3_live_race_mid_scanline_full/td2_scanline_step_test.json directly to the promoted rail and fed these fields into the native SDL renderer: main_layers bg1_hscroll/bg1_vscroll bg2_hscroll/bg2_vscroll bg3_hscroll/bg3_vscroll That immediately restored the first-order depth cues on the live-race frame: the horizon comes back, BG3 only re-enters on the measured strip, and BG2 uses the real per-scanline staircase instead of one global VOFS

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