Hay gente empeñada en darnos alegrias....
https://www.youtube.com/watch?v=RdzAl7iSfsI
https://www.youtube.com/watch?v=z5agzrz6G5wç
Small update from yesterday. I'm now using the peach castle model from Mario 64, DS edition. It has extra geometry, which is sadly slowing down the game. I quickly texture mapped the level, so it doesn't look that great (plus the textures are only 32x32). Since I didn't spend much time modifying the level, there are several triangles, which cause problems with the textures (Saturn uses quads). I tried to make it run on the 2 CPU, but the game just kept crashing, so I'll have lot of work to properly implement the slave CPU usage. As you might notice, the framerate improves while Sonic is spinning : this is because my animation code for running isn't optimized yet. The second Sonic model is for testing purposes as I plan to add Tails following Sonic (around the same amount of polygons). The textures have problems because of the geometry, which sadly distorts everything unless it's perfectly square. My collision detection isn't working properly right now, I only have a few hardcoded bounding boxes, which really isn't ideal. I'll work to improve that, but getting the 2nd cpu to work would help a lot to improve everything! Also, not shown here, but I got the fisheye lens working (it's really easy to implement, just one line of code), so it would be quite easy to remake Sonic X-Treme (minus recreating the levels).
I'm using JO ENGINE libraries and coded the game in C, running the game on Yabause emulator.