ss_lemonade
Member
Anyone remember that secret comic you could find in the game? Was that a saturn exclusive easter egg?
Wait, there is a difference between the versions?!
Hmm, it has just occurred to me that I own both the JP and US versions of Sega Rally but never thought to compare them. I need to check this out for myself.Yes, the US version have less graphics details and some missing replay angles.
http://segaretro.org/Sega_Rally_Championship
Hmm, it has just occurred to me that I own both the JP and US versions of Sega Rally but never thought to compare them. I need to check this out for myself.
While the CPUs could provide more raw power, the Saturn graphics chip was objectively slower than the PS1's when it came to drawing polygons to the screen and that was its ultimate bottleneck. There's a interview with Lobotomy where they say they had a PS1 port of Quake in the works (that never got released) and it actually ran at 60fps before they added collision, physics and enemy AI.
Several 3D Saturn games "cheated" by using the 2D graphics chip's ability to apply perspective to a 2D tile layer to render large/infinite planes without using polygons (the ultimate form of mode 7) and thus achieving better framerates, but this trick couldn't be applied to games with highly 3D enclosed environments like Quake, which were becoming more and more common.
It's looking very good. I'm already brainstorming for more. Hope to go into more detail in the future now that it seems viable.
Of course, I'll be at e3 in a couple weeks so won't be able to crank out too many during that period. I do have a huge one on Shenmue in the works but I want to get into more 32/64 stuff soon.
Yes, the US version have less graphics details and some missing replay angles.
http://segaretro.org/Sega_Rally_Championship
The link is broken sadly
It works for me.The link is broken sadly
Back before Quake was ever ported to the Saturn, John Carmack was completely skeptical that anyone could get a version of Quake running on that hardware. There were even some reports from the Lobotomy development team that people at Sony were impressed by their Quake 1 port, because they had problems porting the game over to the PS1 themselves. People at Sony apparently gave the developers of the Saturn port of Quake II one of their internal optimization kits that was previously used for games like Gran Turismo to ensure that their Quake II port
I just want to personally thank you for giving me and my friends an amazing summer. Quake 2 and multitap was the stuff of dreams.Completely untrue as far as I know. Sony had nothing whatsoever to do with porting Q2. It was a job-for-hire deal between us (Hammerhead) and Activision.
If anyone from DF wants the skinny on the development process of that particular title, feel free to PM me. It was quite a time we had
Any general questions from GAF, fire away.
Completely untrue as far as I know. Sony had nothing whatsoever to do with porting Q2. It was a job-for-hire deal between us (Hammerhead) and Activision.
If anyone from DF wants the skinny on the development process of that particular title, feel free to PM me. It was quite a time we had
Any general questions from GAF, fire away.
The physics in Half-Life 2 seemed to kick its ass.Speaking of ports, just how far do you think the OG XBOX was pushed? I ask because some of the best looking games on that system run almost flawlessly on the 360 suggesting that developers stuck rigidly to the software MS provided.
To this day, I almost cannot believe Quake II ran as well as it did on PSOne. I am interested in how you guys and gals got the hardware to sing...
LFMartins86 said:just want to personally thank you for giving me and my friends an amazing summer. Quake 2 and multitap was the stuff of dreams.
Hope this does well then! I'd definitely like to see more videos about retro games.
Great stuff, I'd forgotten Lobotomy did a Quake port.
I feel obligated to post this too:
Lobotomy Software: Finally Exhumed
Fantastic hour-long fan doco on Lobotomy Software. Well worth a watch if you're interested in this sort of thing.
Octant sort-lists.
Every object was stored as 8 seperate painter-order draw lists, with the correct list to draw for correct appearance being applied according to camera orientation.
The editor we built for it did an initial pass to try and figure it out programatticaly, but it still required a team of around a dozen "mappers" who's job was to laboriously hand tweak everything so it looked ok.
Do that for the scene objects and every key-frame of every enemy, and you have a very fast brute-force rendering method.
Obviously the sheer size of ID's original maps (which we stupidly tried to replicate) were far too large to fit into memory, and so after conversion and simplification had to be broken down in PSX-sized chunks. Each chunk was further sectored using a portal-based occlusion system to further reduce the draw overhead in real-time.
Other than that, just the usual PSX bits of business; surface subdivision where possible to get around the lack of perspective correction on textures, UV decals and lighting, the works. We already had a pretty solid tech-base from Shadowmaster the year before, but a huge amount of effort was poured into a bespoke unified editor program unimaginatively titled GLMFC (for OpenGL in a MFC wrapper) which basically did everything from world geometry construction from prefab chunks, lighting and texturing, level population, pathing and event triggering.
Bane of my existence for about 3 years lol.
Good. Then please share the differences because I couldn't find them but my Google skill is worse when I'm on mobile...
Completely untrue as far as I know. Sony had nothing whatsoever to do with porting Q2. It was a job-for-hire deal between us (Hammerhead) and Activision.
If anyone from DF wants the skinny on the development process of that particular title, feel free to PM me. It was quite a time we had
Any general questions from GAF, fire away.
It was worth it. I remember putting the disc inside my PS2, with plenty of time spent on Quake II on PC before and having read from magazines how good the port was... and it was still a surprising fun and great looking experience .
When you say every object, do you mean dynamic ones or some static ones too? What kind of morphing/effect would you apply to each of the 8 version of the rendered object to make it look correct (how did this speed it up)?
Were there major cases in which the solution egregiously broke down that you can remember?
Is the number of 8 lists chosen due to the painter acceleration structures in the PSX chip? How did you find the GTE matrix accelerator? Did you find it limiting at all?
Sorry for the barrage of questions .
Anyone remember that secret comic you could find in the game? Was that a saturn exclusive easter egg?
I'd love an analysis of the Resident Evil N64 port and all the tricks and hoops that were jumped to fit a 2 650MB CDs-game in a 512Mb cartridge
This kind, as seen on Youtube in its entirety.what kind of secret comic?
Gamasutra has a really good postmortem on the game here: http://www.gamasutra.com/view/feature/131556/postmortem_angel_studios_.php
I also did a small comparison between the character models and textures for the pS1 and N64 versions of RE2:
http://www.neogaf.com/forum/showpost.php?p=197988793&postcount=212
I didn't get into huge detail. But this does still show some differences between versions.
OMG I never realized Leon has pants textures repeated on the n64!
Remember there's no z-buffer on PSX, so in order to make an object look solid you need to apply the painter's algorithm to each face and draw it back-to-front relative to the camera. Rather than compute this every time for each face, we basically pre-generated 8 lists per object -be that a chunk of world geometry or an entity within it- then simply selected which one of the lists to use.
As a system it really had no major drawbacks other than the inherent limitation of the painter's algorithm which struggles with complex shapes. 8 angles pretty much covers all cases but its very manpower intensive to prepare it as what it entails is someone sitting there and manually selecting faces and pushing/pulling them around in the order until you have something that looks right as much of the time as possible.
Where stuff was problematic we either removed or rebuilt to work around the problem.
It was a pure code/data solution that required no hardware assistance, very old school in its reliance on pre-calcing as much as possible to reduce cpu overhead.
To clarify a bit on why 8 lists, its really simple if you imagine you are rendering a cube. A cube is made up of 6 faces, each made up of 2 triangles. Now if you look diagonally down on the cube's corner from above and build your face-draw order list, you are 1/8 of the way there.
Do all 4 corners looking diagonally down, you are half way. Then repeating the process looking up from below covers all bases because looking directly parallel can always be covered by the corresponding diagonal orders.
Had to watch this. Fantastic video. So did Ezra leave the industry altogether after Lobotomy closed? I'd hope he landed somewhere else to continue his magic.
It's looking very good. I'm already brainstorming for more. Hope to go into more detail in the future now that it seems viable.
Of course, I'll be at e3 in a couple weeks so won't be able to crank out too many during that period. I do have a huge one on Shenmue in the works but I want to get into more 32/64 stuff soon.
Those projects ultimately ended Lobotomy, he says.
I guess they were very expensive to port and nobody bought them?
Anyone remember that secret comic you could find in the game? Was that a saturn exclusive easter egg?
If this video does well I'll do Quake 2 PSX and the two N64 Quake games
We only found it by accident. I think you had to walk through a glass window or something in one of the later castle like levelsNever knew about this. Only knew about that hidden game Death Tank. Never did unlock it...was it ...use|destroy all toilets in Duke, have save files present of two of the ports?
I have to ask, did Leadbetter or anyone see anything regarding the mythical VF3 versions on the SS?
One of the rumours about SS VF3 was that it used a co-processor cartridge that went in the module slot. I wonder if that same module was being used for SS Shenmue?
Q: Can you tell us a little bit more about the unreleased Saturn version? How long had it been worked on, and did it use the experimental Saturn expansion cartridge or the 4meg RAM card?
Yu Suzuki: "Nearly two years of work was put in the Saturn version. It didn’t use a booster cartridge nor did it use the 4meg RAM card, so yes, the game was programmed for, and the footage seen as an extra on Shenmue II is from the code running on a stock Saturn."