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sd32

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Everything posted by sd32

  1. I am no coder, I am just pointing out some of the differences… but I bet they could have added the extra parallax We also have Raiden in both systems… the Playstation is much closer to the arcade… the Jag version is only running at 30 fps in comparison, although they added some “enhanced” pixel art We also have Primal Rage… the PS1 version has way bigger sprites, more animation and better color overall… that one I am sure was very crippled by the Jag CD lack of extra RAM
  2. And more slowdown and less parallax too… compared to the PS1 Rayman
  3. I respect Chilly Willy opinion a lot, since I have followed his work for a few years… but i also find his point of view curious I have always thought the N64 being closer to the PS1 than to the Dreamcast, which to me was the first next gen console… N64vsDC had low poly counts, low framerates, blurry textures, and ugly lightning and transparency fxs… but i am no coder so my opinion might be poop compared to his Maybe Chilly Willy can expand a bit more on why he feels that way…
  4. PS1 had the sprite pushing capabilities to replicate Capcom and SNK best efforts of the time… only lack of VRAM held it back But it had those monster 2D arcade boards (CPS2 and MVS) beat when it came to colors on screen, faster at sprite scaling and rotation, and transparency and lightning effects Which brings the question… was it posible to upgrade the PS1 RAM? It’s funny the Saturn and N64 got RAM upgrades but the leader of that generation didn’t… maybe it wasn’t designed for such upgrade?
  5. I don’t understand we’re this whole “PS1 was a weak 2d machine” came from The system can throw around an obscene amount of sprites: 4000 8x8. The only thing holding it back compared to contemporary arcades is VRAM In terms sprite pushing, it beats even the Saturn, Capcom contemporary arcade hardware and maybe even Neo Geo But like Neo Geo and Jaguar, it has to build background layers out of sprites… that’s were the Saturn catches up to it and beats it… due to the monster VDP2 background layers capabilities But PS1 being weak and the Jaguar “teabagging” it at 2d? I have seen proof of that not being the case: Capcom vs SNK, Vampire Savior, In the Hunt, SF Alpha 3, Guilty Gear, Project X2, Harmful Park, Star Ocean 2, Gundam Battle Master, Legend of Mana, Symphony if the Night, Rayman, Mega Man X4, Twin Bee Yahoo, Parodius Daa, Abe’s Exodus, Real Bout Special, Don Pachi, Strikers 1942, etc Tons of impressive 2d games… just lacked a bit more RAM for those arcade conversions, like every other home console
  6. Yeah, the first Streets of Rage definitely used smaller sprites and was running at 30FPS Streets of Rage 2 and 3 used bigger sprites than the first at 60fps, but I don’t think they could display as many enemies as the first game on Mania dificulty modes
  7. Streets of Rage series only goes over 6 enemies on screen in higher dificulties, like the Mania mode. Around 6 enemies at once plus the 2 playable characters is more than enough Its good to know the Jaggy can handle so much stuff on screen at once… hey if the Genesis could… Guardian Heroes on the Saturn throws at you around 8 enemies of diferent sizes at you at once often and it’s super fun… it gets so chaotic … that’s my favorite brawler ever
  8. The engine can handle 16 characters! That’s really impressive, but yeah… thing could get really crowded. I think that around 6 to 8 enemies at once should be enough How about this… a 4 player cooperative mode ala Ninja Turtles arcade?
  9. Looking impressive already. Definitely not looking 16bit! A key for me in this type of game is how many enemies your engine can handle at once… I found most Snes beatemups boring because it could only handle 4 enemies at once… while Streets of Rage series in Sega Genesis could handle around 8 enemies at once making it so much more fun. Same with the best arcade games of this genre Anyways, looking really good. Congrats!
  10. The Sega Genesis Contra Hard Corps goes more over the top with hardware defying effects and set pieces. Out of all the amazing Contras, that’s my favorite
  11. Due to its limited RAM, I think the Jag is better suited for a Contra type of game instead of the animation heavy Metal Slug series Instead of massively animating everything, Contra is more about special effect and fast moving sprites, wouldn’t that be less VRAM hogging? And I too prefer Contra over the also awesome Metal Slug… I love both series anyways
  12. From experiencing most of the PS1 library, I would say the only thing keeping it from matching or exceeding the Neo Geo 2d is lack of VRAM in comparison… I always wondered why Sony didn’t release a RAM expansion for the PS1 like Saturn and N64 had… maybe it wasn’t designed for such an upgrade? With extra RAM, we would have seen almost perfect ports of all the great 2d arcade games from BITD on PS1, and maybe improve on them with lightning and transparency effects, and faster scaling and rotation. It had the sprite pushing power and superior color over Neo Geo and CPS2 And we could have also seen more high resolution 3D engines on it too from what I have read
  13. It always caught my attention how seamless the transition between the different modes was… including the music
  14. To me BM is a top 5 Jag game. And it got solid reviews BITD The only problem I had with the game, was the short draw distance… I which it was comparable to Iron Soldier, but no other game on the system did
  15. The new music is awesome too... only making use of the Genesis soundchip it seems... sounds really good
  16. It was the best home version when it came out... if you had the right controller for 3DO But it was soon surpassed by the Saturn and Playstation versions... they had more character animation, the parallax scrolling if the arcade, etc
  17. Yep, played most of its games. Those are just FMV titles. The system works mostly with CPU grunt... no hardware support for sprites, background layers, polygons, nothing. It has a hard time keeping up with the Genesis... only thing going for it is it’s huge color pallet and the FMV card that you mention
  18. CDi is a no... I guess you haven’t seen it’s specs or it’s games... or maybe you confused it with other console?
  19. There is... and, oops, someone actually opened a similar tread there??... my apologies
  20. I meant the original Tomb Raider On PS1 Is better than most homebrew games we get in the Jaggy... not this super early 3DO port... at least not yet And come on... comparing this to Supercross 3D? Also, funny how the autor of this 3DO port already released an iso, while the Jag 3D messiahs whom boasted for years how they were to bring the bestest 3D engines on the Jaggy never released nothing... NOT THAT THEY HAD TO, but after so much hype it would have been nice Sorry if I offended the Jag coding community... with my previous post... I just wanted so establish that TR on PS1, PC, Saturn is really solid...
  21. I don’t understand the bickering over the frame rate given how early this is, the coder says there is a lot of optimization ahead And it’s already moving smoother (for the most part) than some “impressive” textured mapped jJaguar titles like Hover Strike while being a much more complex game Also reading people complaining about the quality of Tomb Raider as a game itself... come in guys TR is a better game than 90% of the original home brew stuff we usually get... if it’s not your type of game, fine. But let’s not downplay this huge project Whats also cool is that this can also spark competitiveness among different console home brewers... just read at Sega16 that veteran 32X coder Chilly Willy thinks he could achieve something similar and in some ways better than this early 3DO project on the 32X... we shall see
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