Of this type of thing - PortsCenter on Youtube is a favourite show of mine that goes through similar ports stuff.
They did one based on Doom originally which was great.
They did one based on Doom originally which was great.
So you could take the disc out and put a music cd in while playing right? or am i dreaming?
Yes, the US version have less graphics details and some missing replay angles.
http://segaretro.org/Sega_Rally_Championship
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
Please do a PSOne, SS, and N64 face off article showing their best softwares and multi platform games comparision. Then PS2, DC, NGC and Xbox face off since that gen has the most competitions.
If this video does well I'll do Quake 2 PSX and the two N64 Quake games
Its PC, always. There, i saved hundreds of hours of work for Dark10x.Yes a million times. Cover all the systems but the first two generations of 3D have very lacking text and YouTube comparisons. DF is my first stop when deciding between a 360/PS3/PC game to add for retro collecting. I'd definitely patreon if you needed it.
Sounds inreresting, any other tidbits? It was a good port but lacked more than half the missions in the PC version.Would love to see more, I find the retro stuff a lot more interesting than the current gen stuff.
Had a lecturer who was part of Westwood and talkimg to him was always super interesting, I remember discussing the porting of C&C/Red Alert to PS1 and some of the tricks used are stuff that would never even occur to me to be possible nevermind actually using them
I'm still a freaking southpaw because of Saturn quake and duke.
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This thread keep delivering.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.
What? How?As I understand it they massively underbid for those ports and they were not the biggest sellers in the universe. Though was spelled the ultimate doom for Lobotomy was a game called Shadow Madness.
What? How?
I thought Lobotomy was working on a few N64 projects before closing down (Caesar Palace 64, Aquaria) but I could be wrong.
I would be interested in seeing DOOM 64
I am not sure what everyone is so impressed by in this port. It just has what are predominantly basic and flat looking textures, enemy character models which look no better than OG xbox's fable, and it still struggles so much on the Saturn even when most assets are at medium quality or lower quality and many sliders below low of the PC version.
What? How?
I thought Lobotomy was working on a few N64 projects before closing down (Caesar Palace 64, Aquaria) but I could be wrong.
I am not sure what everyone is so impressed by in this port. It just has what are predominantly basic and flat looking textures, enemy character models which look no better than OG xbox's fable, and it still struggles so much on the Saturn even when most assets are at medium quality or lower quality and many sliders below low of the PC version.
I am not sure what everyone is so impressed by in this port. It just has what are predominantly basic and flat looking textures, enemy character models which look no better than OG xbox's fable, and it still struggles so much on the Saturn even when most assets are at medium quality or lower quality and many sliders below low of the PC version.
The lighting also does look really flat and it's easy to see that the devs didn't know what they were doing. It lacks polish in a serious way. Compared to other games this just looks poor in every way, especially exclusives. It's a shame they weren't able to use the better hardware more like many other games showed before, especially considering that Saturn had two processors.
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.
Oh man, this is a parody post?
Did you ever do one for Doom 64? If not, I'd like to see that be made into a video, since that's widely acknowledged as the best version of Doom available.
Sounds inreresting, any other tidbits? It was a good port but lacked more than half the missions in the PC version.
Great interview.Was looking for this. I did that interview with Ezra back when I was running Curmudgeon Gamer.
One thing that i remember now from the Saturn Version is a exclusive easter egg in episode 3 or 4, that is a comic book that you find in a false wall or window.
Quake saturn comic - dank and scuz (scud)
Funny you say that as in the case of Lobotomy's Exhumed/Powerslave PC is actually the last platform you should be getting it for(unless Night Dive rescue the new port). PC version is more of a standard FPS and is missing much of what makes the console versions special in terms of level design and metroidvanian elements.Its PC, always. There, i saved hundreds of hours of work for Dark10x.
Ps. I still need to watch the video from OP, but yesterday I just launched it without a sound in the background to give them revenue![]()
You do realize how powerful/underpowered the Saturn is, right? Even back then.
It's impressive because it shouldn't have technically been possible at all regardless of texture quality or chunky models.
This is essentially a bunch of guys putting their heads together and somehow figuring out how to approximate a 3D environment on obsolete hardware which was designed for sprite based gaming.
I didn't even know Quake was made for Saturn. Very impressive considering at the time Quake with software rendering was very taxing even on the PC. That said, Quake on Saturn seems like one of those ports that just should not have been done considering the framerate is just borderline playable when any enemies are on screen.
It is wrong. Netlink Edition supports the 3D controller. I still have a video on my YT channel where I discuss some lesser known 3D controller supported titles and I show the changes in the options menu as well as some gameplay.I believe that page is wrong about the SRC Netlink Edition (US) not having 3D controller support. However my copy is in storage right now so I cannot test it. I believe the Netlink Edition (US) had other improvements as well (I owned the original release as well). I do admit it has been a long time, though, and memories get a little inaccurate, though not usually.![]()
It's not uncommon to play N64 games with frame rates in the low teens and at the time no one really cared because you couldn't play anything better unless you was on PC which really didn't feature a lot of console type gaming. We really are spoiled in this regard with the machines we currently have.
Thats the number that's important as thats the whole scene being drawn including characters, levels, objects, enemies etc. Now lets take a character like Lara Croft.
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On the left we can see her in her original form and on the right in Anniversary edition. In the left alone she is around 230 polygons. That's quite a chunk of polygons used just for the character, let alone enemies, objects and the actual game world. So you can see quite quickly that developers really didn't have much to work with to begin with. Lower frame rates mean they have more polygons per scene but it should be considered absolutely amazing that any of these games ran and looked as good as they did considering they had so little to actually work with.
As another example, Lara croft in the PS2 game was 4,400 polygons alone. That's around 3 times more polygons just for her character as the first game had for a whole scene.
Lol, I think you quoted the wrong person there.
Its PC, always. There, i saved hundreds of hours of work for Dark10x.
Ps. I still need to watch the video from OP, but yesterday I just launched it without a sound in the background to give them revenue![]()