sd32
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Posts posted by sd32
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VladR, are you thinking about doing a "Grandia 1" type of game for the Jaguar?. Is that the type of engine you are talking about?
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So i guess that its really not worth it, to really try to push the Jag with an FM engine, if its only gonna be a bit better than the Genesis.
At least there were some good examples of sound engines, like Super Burnout.
The Jag and 3DO are always compared in terms of graphics, but i wonder how they compare to each other when it comes to sound. Was the 3DO soundchip comparable to the Jags, in terms of capabilities?
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Was there any technical limitation on 3DO, behind the lack of background layers on SSF2T?. Its not really a big deal, the game is great as it is, but i find it interesting.
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All this tech talk goes right over my head. So just tell me, under optimal circumstances. if the Jag got ports of Super Street Fighter 2 Turbo and Mortal Kombat 2, would it be able to come close to the arcade quality, or more to SNES quality. I am a huge fan of chip generated music in videogames, and Jag sound is usually dissapointing, i dont know what to make of it.
I really enjoy FM music, how good could an FM engine, be written for Jerry, in comparison to say, the Genesis 6 channel FM capabilities?
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I always found interesting that games like Star Fighter and The Need for Speed on 3DO, featured better draw distance than the Playstation and Saturn ports, albeit at a lower frame rate. Would be interesting what 3DO hardware quirks made the developers choose the longar draw distance over a smooter framerate. In some cases like Total Eclipse, 3DO had better texturemapping than the PS1 version. 3DO, if i recall correctly, usually beat Saturn in texture mapping quality on games that appeared on both systems.
On the other hand i found it really disapointing, that the 3DO couldnt deliver the parallax scrolling on Super SF2 Turbo that even the 16 bit ports had, and that SSF2T and Samurai Spirits ran at a lower framerate than the 16 bit ports. Am i the only person in the world that is really annoyed by 3DO Samurai Showdowns frame rate?
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This is great!, cant wait for the video. Its amazing that games that are considered lost for ever, resurface after over a decade. And why is it that there are so few 3DO lost games resurfacing?, there where a lot of 3DO games that seemed close to be completed that got canceled. Where are they?, we get Jag protos quiet often but its so rare when we get anything for 3DO.
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I have noticed that in games like Star Fighter and The Need For Speed you can see further down the horizon in the 3DO versions than in the Saturn/Playstation ports. I have heard that in the case of The Need For Speed, this happens because the 3DO is "cheatin", but i dont know to exactly what people refer to by "cheating". I can feel like the engine is more streamlined on 3DO than on PS/Sat, but i dont know exactly what the "cheating" is, if it should even be called that. Could someone explain?
And i agree that Star Fighter was pretty impressive when it got released on 3DO.
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Some homebrewer has to do Doom for the 3DO, because the one that was released is truly pathetic (except for the awesome soundtrack). Even though then, we Jag fans wont be able to proclaim that only the Jag can do Doom decently, and 3DO cant, hehe.
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philipj:
Well, i dont have much technical knowledge, but it sound pretty interesting. Its always nice to know that there are people working with the Jaggy. Good luck with the project.
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Whatever he means, he's right about the Jags 2D capabilities. It's very much possible for the Jag to use 2D methods as a way to leverage for rendering 3D scenes without using a lot of memory to do so. The traditional polygon method is very clunky at best especially when you're talking about texture mapping. For example If you was to use a voxel engine on the Jag, I think the move to make is to make the voxel engine smarter by tricking the Jag to do more sophisticated 3D. Of course I've been working on a project of my own in that regard so I could go on and on about that sort of topic. Bottom line... 2.5D is the future for the Jags 3D capabilities.
philipj, could you tell us a bit about what your projects is all about?,
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Star Fighter for the Acorn looks very fun, its so fast and furious compared to the 3DO game. Sure, it has no texture mapping and less polygons, but i like its looks. Actually, it would have been cool if someone had ported the Acorn version of Star Fighter to the Jag. Maybe it would have been just as fast and smooth, but goraud instead of flat shadded and with some cool blitter effects and a bit of texture mapping here and there. It would look pretty awesome.
Anyway, what happended to all of the 3D Stooges projects?, was everything cancelled. I was really looking forward to Gorf 3D and Legion Force Jidai. Would be cool if we could at least get some media from them. Gorf used to brag a lot about how much they could get out of the Jag hardware, i had a lot of hope in them.
Does anyone know where i can get some info on the capabilities of the 3DO DSP, math co-cpu, and the 2 25 mhz video processors, i have never been able to find info on them, at least not stuff that i regular guy can understand, hehe,
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After knowing about the conditions under which you ported Toki, it makes it even more amazing. I cant stress enough how good Toki in the Lynx is, i feel its very underrated. I feel its easly the best action platformer on the Lynx, and wish you could have made a sequel to it back in the day, maybe not an official sequel, but a similar game in spirit.
Music and sfx in the Lynx is usually kinda dissapointing (there are many bright spots in the library, though) but it rocks in Toki and the graphics are excelent.
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Have to say that a love the Lynx Toki, great sound, graphics and gameplay. Loved the original Bubsy too!
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Judging from games like the unfinished Phase Zero, and the amazing Atari Owl project, yes, the Jaguar seems to be pretty darn good at handling voxels. I have read coments from coders and people who know about this stuff, that the Jag is better suited at handling voxels than even the Saturn and Playstation.
Only guys like Atari Owl can tell if it is too taxing for the Jag to handle, say, 4 characters (3 zombies and the player), built of voxels that somehow resemble the Playstation counterparts, on top of a prerendered background,
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Damn, thats a great breakdown of the 3 systems audio hardware TailChao, even i understood it, hehe
, its very interesting. Thanks
.I have read many times about how weak/boring the SMS/GG soundchip is, but you are right, there are some awesome tracks on their libraries, some that i really love. From Phantasy Star, R Type, Sonic 1, Monster World 3, Golvellius, etc.
Sorry for derailing the thread guys, that was it.
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Hey guys, so how good was the Lynx sound hardware compared to the Game Boy and Game Gear? I remember Atari advertising that the Lynx has 32 bit sound, which as usual must just be Atari doing its math thing, hehe.
Some games have really good music, like Lemmings, but other have no music at all, or some terrible compositions. But judging from the games with good soundtracks, i have to say i really like the Lynx music, its pretty unique compared with other systems from its era.
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We all know that the Jag cant handle an identical port of Resident Evil on Playstation. The backgrounds are no problem since the Jag has the color, resolution and cd media to match what PS1 is doing. Probably you would have to load areas more often due to having less RAM. Now, the biggest problem would seem to be the textured mapped polygonal models, which are mostly used for the zombies and human characters, as well as some interactive objects found in some scenes.
So it got me thinking about that mid 90s pc game called Blade Runner, That one uses prerendered backgrounds like RE, but for the characters it uses voxel models, and the Jaguar happens to be very good at voxels, right? So that could be a good option for this "imaginary" port of RE for the Jaggy.
Also, how good would the Jag be at handling "elipsoids", there is another mid 90s game called Ecstatica, which also used prerendered backgrounds, but the character were built with said elipsoids, which seem to be spherical objects.
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Its a shame that Strata didnt create more 3d games with Drivers Edge hardware, because as you can see in this video, http://www.gamesdbas...ivers-edge.aspx, i think it gives a good impression of what a late gen gouraud shadded racer would have looked like in the Jaguar.
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Sorry if i am a bit off topic here and if my questions are dumb for those with knowledge, but i have to know, is the Jag as fast at doing flat shaded polygons as it is doing gouraud shaded ones? I seem to recall someone mentioning a while ago that it is as fast at both, which made me wonder why Club Dive and Checkered Flag went the flat shaded route.
By the way, have you guys seen Stratas arcade racer called Drivers Edge. Here is a video and screenshots:
http://www.gamesdbas...ivers-edge.aspx
Kinda has a Jaguar game look to it due to the gouraud shadding, huh. Again, i really like that graphic style and maybe if F1 World Tour had gone that direction, it would have run smoother. So does something like Drivers Edge look like its out of the Jaguars league?
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Cool topic BTW. Would love to learn how to work with and make CRY images for the Jaguar. Been interested in it ever since I looked into the components of thwe Jaguar Bubsy game.
Funny doctorclu, the only time i have heard about CRY and Jag Bubsy together is when people are crying due to how bad it is...haha, just kidding.
Can anyone point to an example of a game with a very advanced engine that works only with gouraud shadded polygons, it doesnt matter the platform. I love the look of games like Battlemorph in the Jag, and wonder how a similar game would look like on a more advanced system. Saturn and PS1 dont seem to have anything that looks like it, so maybe on PC from the mid 90s...
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kskunk, we know the Jag just cant compete with the PS1 and Saturn when it come to texture mapped polygons, but how does it compare to them when it comes to gouraud shadded polygons?, since you mention it was the Jags strength in 3d, is it comparable to them?.
For being the Jags strength, i have to say that i was quiet dissapointed with Battlemorphs graphics, it had a very short draw distance, albeit with a good frame rate. Its still a great game, and the G-shadded look is very cool (would love to see more games with that look), but again, for those sort of graphics to be the Jags strength, i expected a bit better. But hey, i guess its because it was jus a first gen JagCD game, right?
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Check out the crazy parallax going on in the game Nebula in this video http://www.youtube.com/watch?v=6YouIGLMhCQ&feature=related at about the 9:45 mark. Eat your heart out 7800... haha, just kidding, but it looks like a pretty interesting effect to the uneducated eye such as myself.
The game i would like to know more about for the SCV, is Y2 Monter Land. It seems to be like a cross between Super Mario Bros and Castlevania...
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Whats the deal with Dracula 512?, i had never heard of it.
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Not a big fan of polygonal shooters, i prefer the look of the Jags demo of Native. Still its great news for Dreamcast fans, i am sure the game will be great!

Jaguar's polygon pushing "power"
in Atari Jaguar
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Looks very nice VladR. The Jag really needs some RPGs. Good luck.