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sd32

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Posts posted by sd32

  1. 7 hours ago, alucardX said:

    There may have been room for optimizations on the Jag. Since the PSX version was made later, that did give devs a chance to make improvements and changes to the game between releases. Is there less parallax scrolling in the Jag version due to technical limitations or design choices made later?

    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

    • Like 2
  2. 52 minutes ago, Punisher5.0 said:

     

    Ive never heard of this thought process before. Im curious to hear what generation the Gamecube is in to you because it was released before the Xbox.

    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…

  3. 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?

    • Like 1
  4. 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

    • Like 7
  5. 6 minutes ago, phoboz said:

    It also has to do with the size of the sprites (from the Object Processor's perpective) I am not sure what sprite sizes Streets of Rage had, but the Knight character is a 128x128 sized sprite, and the current enemies are 112x128, or similar.

    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

  6. 37 minutes ago, phoboz said:

    I tried to max the engine out, and 10 characters in total is the limit. Not because of the much debated 68000 "blast processing" CPU of the Jaguar, but because of the much praised Object Processor. You see on the first section with 3 parallax layers, small lines start to bleed though at the black borders on the sides of the screen (yes we do want to cover the over-scan area, because there are some nasty things going on there when the screen is scrolling)

    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

  7. 4 minutes ago, phoboz said:

    I have tried using 8 enemies and 1 player (e.g. 9 characters in total), that runs fine. However, the enemies does not have much intelligence yet. Theoretically the engine could handle up to 16 characters at once (limited by the number of palettes the Jaguar can have on the screen), but I guess 16 characters would make the game to crowded to be fun?

    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?

    • Like 3
  8. 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!

    • Like 4
  9. On 3/28/2022 at 10:05 PM, agradeneu said:

    Contra is more sophisticated, I agree. 

    The SNES Contra does some cool tricks to achieve impressive setpiece moments that the hardware, on paper, should not be capable of.  

    Still, even the SNES is a far cry away from Jaguar in terms of RAM - it's 128+64KByte, Jaguar has 2000KB.

     

     

     

    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

    • Like 4
  10. 30 minutes ago, phoboz said:

    Yes, it actually has severe slowdowns even on the NeoGeo MVS, the system it was designed for. Metal Slug X is a little bit better, but still some slowdowns (besides from that, I don't like the palette they switched to in the X version. The desert is some kind of blue/purple color)

     

    Metal Slug 3 is way more playable.

     

    Actually I think that the Metal Slug series is a little bit overrated, because the main character's sprite is quite small (neither do I like the proportions of it), and it's very easy to loose track of where you are on the screen, especially in 2 player mode (and then I also play on an arcade cabinet with 25 inch screen)

     

    I am a bigger fan of Contra III/Super Probotector on the SNES. I have beaten that game once on HARD, with 3 LIVES. A game must have something very special for me to play it so much, because no one can doubt that this is one of the hardest games ever made. I even dreamt that there would be some kind of secret code on the end screen in that mode. Some code you could show to a retailer, and get another free game as a reward. Unfortunately, it turned out to be nothing, but the end BOSS started to chase you on your way out, which it doesn't in the easier modes.

    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

    • Like 2
  11. 2 hours ago, alucardX said:

    Wow, by comparison the Playstation version kind of sucks. In all fairness to the PSX, it was not built for 2D and who's to say that more couldn't have been done to improve the visuals. I'm specifically looking at animation frames at first glance.

    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

  12. 19 hours ago, Schmudde said:

     

    BattleMorph was definitely a bigger leap and has an emphasis on exploration. They managed to introduce three modes - tunnels, land, and underwater - and make them all meaningful. The music is killer and the visual effects are super creative.

     

    It always caught my attention how seamless the transition between the different modes was… including the music

    • Like 2
  13. 1 hour ago, Djmicklovin said:

    I played this game on the Saturn, framerate and textures were not as smooth as the Playstation version. The game actually had to be remade specifically for the Saturn because it used quadrilaterals instead of triangles for 3D rendering. The 3DO version looks closer to the PS1 version.

    3DO works with quads like the Saturn

    • Like 1
  14. 1 hour ago, Rick Dangerous said:

    With the RAM pack i bet it would be possible.

     

    Have you played Burn Cycle or Chaos Control?  They are certainly on par graphically with a lot of early PS1 offerings just like the better 3DO titles. 

     

    Philips CD-I - Chaos Control (1995) - YouTube

     

    [Longplay] Burn:Cycle (CDi) - YouTube

    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

  15. On 10/29/2021 at 6:46 AM, Rick Dangerous said:

    This is sweet!  Hope he finishes it but probably will lose interest before then, but if he does, i'd snap it up in a hot second.

     

    Cool just to see it run though, and makes you wonder what else it could run on (CDi, Jaguar) 

    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?

  16. 39 minutes ago, agradeneu said:

    And that is the problem IMO - some people, like you misunderstand this project to rub it under the noses of Jaguar devs, to downplay what was achieved in the last couple of years on our platform.

     

    Well, I have a different opinion: I think most of our homebrews are more playable than this 5FPS port.

    But lets reckon the elephant in the room:  its highly risky to port popular IPs without permission of the copyright holders, e.g. Square Enix. 

    Even if someone could port this to Jaguar, there are several red flags here. 

     It makes great headlines to get a famous game running, but I prefer playable games that are fun and original. And lets not forget that there is a difference between porting a popular game and coding/designed a new game from scratch. 

    Most 3D games did not age well for me, and that also includes TR IMO. Its impressive, yes, but mostly technical. 

     

    And no, it does not run well compared to Jaguar 3D atm, it's at "Supercross 3D" level if you ask me. We will see how much it can be improved. But getting it to a playable state won't be an easy thing, even IF you had some sort of "magical" tool chain. 

     

    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...

  17. 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

    • Like 3
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