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sd32

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Everything posted by sd32

  1. I havent played FFL myself. but all the reviews i have read point to the low frame rate (for a fighting game) as one of its many flaws. Those reviews also mention that the game features texture mapping on the character models, wich as usual must be the reason why the frame rate isnt too good. Now, by hanging around in this forum for quiet some time, i have learned that the Jaguars strength with polygons, is using guaraud shadding with no t mapping. So shouldnt the makers of FFL aimed for a polygon engine similar to this: The game uses only g shadded polies, i know that the polygon counts and resolution in this game are too high for the Jag, the game even uses polygonal objects on its background (something few PS1 fightning games did), but shouldnt the Jag do better at this type of engine over the textured mapped one from FFL? By the way, i just wanna point out that the review of Tobal 1 on that video is full of crap, that game is really good, one of the best games of its time. Featuring gouraud shadding, PS1 high rez mode, 60 frames per secong, polygonal objects in the backgrounds, etc. Those who got past the "simple gouraud shadded graphics" (sigh) actually found it better than Tekken1 and infinitely better that Toshinden1. Its a really nice game and Tobal 2 is even more impressive.
  2. A "coming attractions 3DSSS Jag video" , i think i just crapped my pants, and i feel some piss too! Its gonna be awesome!!!!!!!!!(the video i mean)
  3. I think the licensing issues alone, kill the probability of porting this to the Jag. Anyway, from what i have heard, the game is pretty poor, and since it would take a complete rewrite to work on the Jag, i would rather have the few Jag homebrewers out there, work on something original thats actually a good game:D . Talking about the CoJag, were any polygon based games released or announced for it?
  4. Jerry would not be much help in the rendering department other than the math side of the rendering but its a big help at least. Most developers did not take advantage of this either. It is a very underutilized processor. Most games use it for a sound engine and are wasting a tone of processing power that could be put to use. The problem is not Jerry. the problem is the memory bus to Jerry. It is only 16 bits wide in the console Jaguar. In the Cojag is it using all 32 bits of the jerry to the main bus. This is because the Jerry has to follow the bit width of the host processor, which is the 68k in the Jag consoles case. If the Jaguar had a ton or megabytes, it would be able to do much better music in memory than it can now. With only two megs of ram, you can only fit so much sound in the first place. The Jag CD could play the music of Quake and leave the DSP to simple sound effects. No its a good question actually. I hope I answered it for clearly enough for you. Thanks for the answer Gorf, you put everything pretty clear, so that even a knucklehead like myself could understand . I guess all we can do is wait for the tools you guys are developing and hope taht someone is up to the task or porting Quake at some point. I am not a big fan of the game, but it would be a milestone for the Jaguar and would shutup a lot of nonbelievers. Me, i would settle for a super fast, gouraud shadded, first person game of Berserk!
  5. In regards of the Jag handling Quake, what if say a mute version was made, and Jerry was used on all its capacity to help Tom with the games engine, no music or SFXs. Would it be a big gain?, or maybe Jerry wouldnt be much help with the graphics/rendering. Lets take Hover Strike CD, its superior in all regard to the cart version even though the CD format is crippled by the lack of RAM. HSCD has better frame rate, superior texturing and of course CD audio. Does the fact that Jerry isnt being used to play the games music have anything to do with the superior frame rate and texturing?, or is Jerry resourceful enough to play music and sound effects, while helping Tom on anyway it can with the rendering, and thus making the superiority of HSCD over HScart reside somewhere else. Sorry if its a really stupid question (wouldnt be surprised ), i dont really understand much about how the hardware works or what its supposed to do. So keep it easy .
  6. That sounds right. Currently reading up on the Tom and Jerry dev manual and I have to say, I plan on focusing on using those chips for any programs I write. That IS the power of the Jag. You writing a new Bubsy game ?
  7. I dont think any games did that, from coments that i have read from Gorf and other coders here at AA. I think i read that an unfinished version of AVP was running at 30 frames per second or higher (cant remember), without any AI going on. Then they used the 68000 for the AI (probably to save time, Tom and Jerry take more effort to code), and we all can see what happened to the beautiful frame rate, it went down the drain. Someone please correct me if i am wrong, this is stuff that i read a while ago. By the way, is there a place to see a videoclip of this version of AVP, if it actually exist?
  8. Tinman?, do you mean Tinhead?, the port of the Megadrive platformer of the same name. Never heard of Tinman.
  9. Sorry to bring this back, just wondering about downix idea of probably using the cd/cart combo if a port of Quake ever happened on the Jag. Did he keep reseaching about it?, it sounded really interesting.
  10. Good to know that your Jag (the UFOish game!) projects are still the main priority after your job!, but it is also great to know that you are working on the 7800 wich i like a lot, we sure love those poor underused (hardwarewise) consoles!
  11. Yeah, and after Zaku is finished, i bet TailChao will start working on Bonku wich will be inspired on Bonk ... of course i am just making that up, but it would be so awesome, i feel the Lynx lacks a truly great platformer. Anyway, i have watched the video of Zaku so many times that i have it burned on my mind, it looks awesome! I love the artwork the graphics and the styles, it sure will be a terrific game, fo TailChao!
  12. Argh, dont bring that back man!. I was so excited about the MK2 proto. I was dreaming about Sega Gamegears picture quality, with Sega Megadrives animation and pharallax, then again, probably to have both things was to much for the Lynx?. It was too good to be true .
  13. Hey Rhod, i really like your site. Have you played Wai Wai (Y2) Monster Land?. Can you comment a bit on that game. Its the only Super Mario Bros. style platformer on the system, right?, with a little Castlevania flavor on it.
  14. Yeah, specs found on the web seem kinda incomplete. Its mentioned 128 sprites, but what size, colors? From the games i own (Kung Fu Road, Doraemon, Battle in Galaxy, Punch Boy and Lupin 3rd) i would that it is definitely in the same group with 7800, C64GS, NES, etc. It came out in 1984 after all, so it better did!
  15. Yeah, its pretty obscure so its pretty hard to compare with. The system was also released on Europe by Yeno, with about half the games released on Japan. It failed on both markets. Its also interesting to point out that it included an RGB conection, must have been pretty rare for a console back on 1984 when it was released. The specs are: CPU: uPD7801G (NOT Z80 Clone) 4 MHz VDC EPOCH TV-1 14.31818MHz RAM: 128B (uPD7801G internal) ROM: 4KB (uPD7801G internal) Video Processor: EPOCH TV-1 VRAM: 4KB (2 x uPD4016C-2) + 2KB (EPOCH TV-1 internal) Colour: 16 Sprites: 128 Display: 256x256 SOUND G UPD1771C 6MHz Sound: 1 channel (Tone, Noise or 1bit PCM) Controllers: 2 x hard-wired joysticks Vigo, judging by the specs, would you say its weaker than 7800? Oh, and here is another SCV link: http://www.rhod.fr/yeno_epoch.html
  16. How about this one, the 7800 Vs the original competition for the NES in Japan, i am talking about the Epoch Super Cassettevision. I guess most people here dont know much about it so here are some links with info, screenshots: http://www5e.biglobe.ne.jp/~kiden/supakase.htm http://homepage3.nifty.com/doritomo/game/Scv/SCV-3.htm http://www.game-nostalgia.net/scv/scv.htm http://www2.odn.ne.jp/~haf09260/Scv/EnrScv.htm http://www1.interq.or.jp/~t-takeda/top.html http://en.wikipedia.org/wiki/Super_Cassette_Vision I dont know much about interpreting specs so reading them on Wiki doesnt do much for me, but from the games i have played i would say that it is similar to the 7800 in that it appears to me, to be better at moving many objects on a single screen, rather than at doing games that are heavy on scrolling (NES type). In the games i have, scrolling is sometimes a bit jerkier than what you would usually see on NES but quiet better than say, MSX. But on the other hand, the Galaga clone called Astro Wars: Battle in Galaxy, is really fast with some pretty interesting enemy patterns, its really good. Also, the into the screen racer Star Speeder is very impresive with very fast action, but has little background detail.Another thing in wich it its similar to the 7800 in that it uses the same sound chip from its predecesor, the original Cassettevision just as the 7800 uses the one from the 2600. So both are quite inferior to the NES when it comes to sound. One final caracteristic that it shares with 7800 is that usually its carts were also smaller than your average NES carts, apparently Epoch also was pretty cheap like Atari, or simply didnt have the resources. Games that appeared on both the Super Cassette and the NES usually look better on NES. Like Mappy, Pops and Chips, Sky Kid. But the Super Cassette ports are still pretty good, not bad at all. I think the only game that it shares with 7800 is Pole Position 2, but i havent played the Super Cassette version, nor have i seen decent screenshots of it to do a good comparison. So can anyone here can talk a bit more in depth about this japanese console?, i am not a coder so i dont know too much about hardware specs.
  17. sd32

    7800 vs.....

    Oops, double post.
  18. sd32

    7800 vs.....

    Another cool Super Cassettevision link: http://homepage3.nifty.com/doritomo/game/Scv/SCV-3.htm
  19. sd32

    7800 vs.....

    How about this one, the 7800 Vs the original competition for the NES in Japan, i am talking about the Epoch Super Cassettevision. I know some dont know much about it so here are some links with info, screenshots: http://www5e.biglobe.ne.jp/~kiden/supakase.htm http://www.game-nostalgia.net/scv/scv.htm http://www2.odn.ne.jp/~haf09260/Scv/EnrScv.htm http://www1.interq.or.jp/~t-takeda/top.html http://en.wikipedia.org/wiki/Super_Cassette_Vision I dont know much about interpreting specs so reading them on Wiki doesnt do much for me, but from the games i have played i would say that it is similar to the 7800 in that it appears to me, to be better at moving many objects on a single screen, rather than at doing games that are heavy on scrolling (NES type). In the games i have, scrolling is sometimes a bit jerky (not always) but quiet better than say, MSX. But on the other hand, the Galaga clone called Battle in Galaxy, is really fast with some pretty interesting enemy patterns, its really good. Also, the into the screen racer Star Speeder is very impresive with very fast action, but has little background detail.Also its similar to the 7800 in that it uses the same sound chip from its predecesor, the original Cassettevision just as the 7800 uses the one from the 2600. So both are quite inferior to the NES in that regard. Games that appeared on both the Super Cassette and the NES are usually better on NES. Like Mappy, Pops and Chips, Sky Kid. But the Super Cassette ports are still usually pretty good, not bad at all. Can anyone here can talk a bit more in depth about this japanese console?, i am not a coder so i dont know too much about hardware specs.
  20. If we're going to dream, let's go all the way... Nice!, so thats an advantage the Lynx has over the NGPC, sprites can use a bit more color, right?.
  21. Thanks TailChao, that was some info that even i could understand!. I really enjoy reading about how systems compare to each other. And about wich system is the best, well its pretty close, each with its strenghts, but i think that whoever gets Zaku is the clear winner to my eyes .
  22. The problem with the fighting games is the character models, which in most cases were limted to two or three colors at a time. The games that I think look best are Sonic Pocket Adventure and Dark Arms. Sonic has vibrant colors, a lot of action, and a lot of movement and it looks beautiful with only minor slowdown. Yeah, its a shame the sprites are limited to those few colors, but i think that the rest of the graphical package made up for it in Capcom vs SNKs case. I had Sonic, and it is really good, not as polished as the Megadrive ones, but easly better than the Game Gear/Master System outings, and i even liked it better than the GBA/NGage Sonic Advance/N. Also i thought that the Neo handled the bonus levels pretty darn well. About the 146 colors that the Neo can display at once, i think that figure refers only to still shots, because i have never seen a games that comes close to that, actually the games i have seen are closer to the Lynxes color pallette (16 per scanline?), than to 146. I have what might be a pretty stupid question to guys who understand hardware specs: What is better, the 6 8 bit sound channels of the Neo Pocket, or the 4 16 bit sound channels of the Lynx. I guess it would be a matter of quality over quantity? What about the Wonderswan Color? From the games i have played, it looks better than SNKs portable, but games are slower and there doesnt seem to be much action in comparison. One seems better suited for RPGs and the other to action games, hey, its the MegaDrive vs SNES all over again! . And again maybe both beat the Lynx in picture quality and colors, but the Lynx beats them with its 3Dish effects.
  23. Actually, i was very impressed with Capcom VS SNK, the games moves very smooth, animates great, and the characters are pretty big. I find it to be more impressive than some 16 bit console fighting games. What game would you say is the morst impressive from a technical point of view? I would like to try Neo Poke Kun (is that the name), its said that in some of its minigames, it displays some pretty impressive effects, such as sprite scaling.
  24. I am not a hardware know it all, but i would say that just as you say the Lynx couldnt run those games as well as the NGPC, i dont think the Neo could run Warbirds, Virus, Blue Lightning, Batlewheels, Checkered Flag, etc, as well as the Lynx does. Thats why i like both systems, each has its strenghts.
  25. JagChris, i agree with you. It looks like an enhanced port from a version made for a much weaker console than the Jag. Smaller spirtes, less animation and colors than the other versions for the 32 bit systems. For some reason, many Jaguar fans dont agree, but i have put the Jag version side by side with the Saturn, PS1 and 3DO versions, and it certanly is the weaker port . I feel kinda the same about NBA Jam TE.
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