Spoiler tag

Wednesday, June 4, 2014

JSRF - Ingame billboards - Part 3

This time we take a look at the billboards, or should I say neon signs, from the level "99th street", probably one of the most outstanding and  unique levels in JSRF for its artstyle.

Mind you, most of these are animated ingame, they use some sell-illumination/glow efffects which are not represented here since its just the 2D texture.
For those animated you can clearly see the repetition of the same patterns with different colors or variations.
Others are probably animated through a shader.


I have actually turned some of these into GIFs, I am not sure how the game does these texture animations so these are just a guess, but should be pretty close.







8 comments:

  1. I want so badly a JSRF for PC!!!! :'(

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    1. There's E3 2014 in a few days, lets hope Sega announces more game ports :P

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  2. Have you ever thought of making a port of JSRF to pc yourself? it would be a big task, especially if it was HD but it seems sega hates the game, and you seem to love it.

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    1. That's most likely impossible, at least you can't port a game without the source code and stuff :)

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  3. Do you know how to rip the graffiti from JSR?

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    1. You need the game files (the .iso file then extract the files from it)

      I already posted the graffitis and some sounds here though:
      http://jsrf-inside.blogspot.fr/2011/02/jsrf-sounds-graffitis.html

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  4. Just wanted to say that I love the work you are doing and it is good to see that you are keeping your site up to date. I am excited to see the developments with the XQEMU-emulator. It would be wonderful to play JSRF again... And I cannot stop looking at the animated gifs of the billboards of 99th Street. The developers of this game... damn, they made some real art. Thanks for posting!

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    1. Cheers, thanks for the feedback :) its great to see there's still JSRF fans out there, gotta love the art and the game itself ^^

      I'll keep posting things whenever I have time or something to post, been trying to figure out the levels file format, I figured out the object placements and know where the grind path data is, right now figuring out the level physical collision models, its hard, but if I manage to figure out how it works, maybe someday I'll be able to make custom levels, but I can definetly at least mod them already.


      Let's hope XQEMU makes some progress, playing JSRF on PC with better anti aliasing and possibly higher resolution would be fantastic.

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