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philipj

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Everything posted by philipj

  1. philipj

    XM Pokeys.

    I guess a pokey-mon joke would be out of the question at this point???
  2. Checkered Flag works like charm...! It plays as if it was on the real Jag... Tempest and Superburnout, on the other hand, is another story, but so far I like what I see.
  3. philipj

    Lynx to VGA

    This topic reminds me of this YouTube I saw a couple of years back.
  4. Get well soon Curt... I'll be praying for ya.
  5. Don't know... I was just joking when I posted that; I wasn't being serious, but it's possible to use a looping PCM file that's just a few seconds long if they really wanted to do something like that.
  6. Someone need to put the "rickroll hack" into the Jag version of Doom 2... Someone do this PLEASE! lol
  7. Just to give a bit of an update... I know this topic is as old as dirt, but I think it's worthy to post another link considering that megaupload no longer exist anymore therefore you can't download the PS1 dev kit there. Here's another link I ran into for anyone who's interested "http://psdev.psio.com.au/downloads.html"; the PS1 has seemingly become more obscured then the Atari Jaguar 64 these days seeming that no is as interested in developing for it like the Jag.
  8. Yea... I'm looking foward to this thing comming... Any updates???
  9. Still waiting as well... I'd very much like to see this thing finished and released soon to be quite honest. I've been looking foward to the XM and hope to get to a place where I can dev it some day.
  10. Probably a RAM limitation in conjunction with possible bus contention related issues. But most likely a simple matter of RAM. A lot of the higher quality 2D fighting ports on Saturn needed an extra RAM cart to be as close to arcade perfect as possible. Possibly... They say Samuri Shodown for the 3DO lacks quality, but the 3DO had more RAM then the Neo Geo plus the 3DO cpu was considered a 68020 equivalent only faster because of it's RISC nature. I think they held back to keep people pumping quarters in the arcade machines.
  11. Is there going to be a Crystal Castles port for the XM? That would be awesome. Hope it has trakball support if possible when it comes out. I'm not sure how you get to Crystal Castles from the mention of a book. I'd posted something on that forum about the new Crystal castle game for the 7800 or was it for the XM... I'm thinking its for the 7800 alone. It's a little off topic from this one but a very note whorthy mention I must say.
  12. It's my understanding that "Starfighter" was originally made for the "Acorn computer" which featured arms processors similar to what the 3DO was packing... I can only imagine that all they had to do was to just port it over from the Acorn to the 3DO which was more sophisticated than the Acorn with better texturemapping. The Saturn version was just pityful. Starfighter on the Acorn 7000 http://www.youtube.com/watch?v=I8yLRZExpJM Starfighter on the Sega Saturn Starfighter on the 3DO http://www.youtube.com/watch?v=KNEHw1zC_TY
  13. This has been debated since that game was released. I know I stated earlier in the topic (back when the topic was first alive) that it's FMV...but now I'm not so sure. It is pulling off things that 3DO shouldn't really be doing, however, as the draw distance is very good (better than some early PS1 and Saturn games, actually), and it seems the amount of polys onscreen outweigh 3DO's capabilities. But...not really. There is something "funny" going on, but not FMV, according to one of the members of the dev team: Source: http://tinyurl.com/853ane3 Maybe what accounts for that strange "feeling" I get when playing the game that I'm playing FMV isn't that it is FMV, but rather the program they're using in conjunction with the apparently 24fps framerate. It isn't the graphics, per se, but the motion of the whole thing, especially when the track turns and parts of the track I've passed come into view further away. The way they scroll into site seems very...movie like. It just feels very different than how Virtua Racer 32x; Checkered Flag Jaguar; Daytona USA Saturn; Ridge Racer PS1; and Crusin' USA N64 did on their respective consoles. Great post... Thanks for the link. Those guys who did "Scorcher" were just phenomenal pulling the kind of graphics that they did for the Sega Genesis and the 32X demo... They come straight out of the Amiga demo-scene and it showed. I really need to take more time to get to know the 3DO better... That's some good info... Thanks for posting.
  14. Same here... I know Curt seemed busy with the book and all... I curious about the XM myself.
  15. If that's the case, then the 3DO is like a big fancy version of the Atari 7800 where the CPU has to halt every time the graphics chip is in use.
  16. It depends on how you define the system's strengths. The 32X is classed to be able to handle anywhere from two to five times the polygons per second than the Jaguar can. Depending on what you look at, Atari Age's own specs say that the Jaguar can "theretically" pull out 20,000 polygons per second and it has trouble with texture mapping. The 32X's theoretical limit is 50,000 polygons per second, with realistic in game limits in the 20-25k range (but it doesn't have enough RAM for a lot of texture mapping). The Jaguar homebrew community has made it pretty clear that the Jaguar's real power is in other areas like Voxel or Height Map engines, which is actually where the 32X's strengths lay as well. I would say that the 32X and Jaguar are in the same league in processing ability, with the Jaguar being overall better mainly because of having four times the RAM. Even the 32X CD would need cut corners compared to what the Jag could do just because of the RAM. As an aside, I've just finished my second 32X and Jaguar comparison video on both system's fighting games. The first was on the Jaguar and 32X's 2D Action-Platformers. I would enjoy more discussion on this topic and plan on starting a Racing game comparison video this week after my new PSU comes in for my workstation. I think the 32X is very powerful in its own right using two 16bit SH2 32-bit RISC that run at 23MHz with only 256kb of ram... The Jag uses to RISC processors that run at that run at 27MHz both having internal cache, however, the Jag have 2MB of RAM compared to the 32X 256kb of ram. The difference between the 32X and the Jaguar is that the Jag has a 64bit blitter and object processor controled by the GPU which is what I feel is the Jags strength. The Jags weakness, as I see it, is the bottleneck architecture which stiffles the flow of data meaning the programmer has to be really smart to take advantage of the system. The 32X has the two RISK along with the Genesis chip set; the Motorola cpu, the z80 sound controller, and the YM sound chip. The good thing about the Geny is that the Motorola doesn't slow down the system when it's in use, however the Jag, which also has a Motorola (not to be confused to be the CPU... The GPU was suppose to be the real CPU without the warm and fuzzy feeling) slows down the 32bit processor when in use because it hogs the systems pipeline forcing the 27MHz to crawl at the same speed of the Motorola which is 13Mhz thus is the reason what most of the 3D games for the Jag moves so slowly. I could go on and on, but the Jag was greatest red headed step-child Atari ever created for the home console market.
  17. True that... Although I'd still like to see what the 3DO can truely do; maybe someday we will... That's what us homebrewers are here for.
  18. philipj, could you tell us a bit about what your projects is all about?, Well the project started out as a way to produce limitless polygons using 2.5D methods rendering scenes on a scanline bases... Using normal 3D methods for a 3D scene require too much memory especially if it's a high polygon scene, but games like "Phase Zero" really showed off how fast pesudo 3D can be produce. I think it's possible for polygons to be faked using a combo of 2.5D methods. There's no need for the Jag to be bogged down with having to produce so many polygons in memory just to produce one scene; using the old 3D bounding box approach it's possible to get a snap shots of a scene using real 3D data and then have it rendered in a 2.5D fashion frame by frame... I believe the Jag is fast enough to pull it off in realtime... After all 2D and 2.5D is what the Jag is good at thus that's the direction I chose. I do think it's possible to use real real 3D polygons to pull it off, but it may wind up being slower. Right now it's all conceptual stuff, but it's all based on factual studies I've done; but don't expect anything anytime soon.
  19. 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.
  20. I think part of that is the actual gameplay videos being shown (ie the 3DO example isn't showing all the action), but I think the difficulty level may be higher by default on the Acorn version too. The Acorn version also does have quite a bit of texture mapping, but a mix of untextured surfaces too and limited to 256 colors (more limited colorspace too iirc, but I forget the specifics -might be 3-3-2 RGB in that mode), and the limited color of the Archimedes is certainly noticeable. (and the lack of alpha blending effects) I think the texture mapping for the Acorn is obviously smaller then the ones used on the 3DO version and not as detailed... It's still very impressive stuff considering the time in which the games was released. I always thought it was a 3DO exclusive until I saw the YouTube footage.
  21. I found the pdf for the 3DO video chip... I couldn't find anything other than a gif image on the 3DO DSP. I can't find any documentation on it. There's a forum that has a link to download the official 3DO documents around here somewhere. That is an interesting quote by Kskunk about the 3DO. Crash 'N Burn has what I would call very minimal physics and AI, and a not so steady framerate. Road Rash and Need for Speed don't fare much better in the AI department either, but they do have solid framerates and great draw distance. Star Fighter is unparalleled tough. The 3DO's texture mapping is certainly impressive though. The online spec sheets also put the 3DO's polygon performance at roughly twice that of the Jaguar. Starfighter graphically them most impressive thing I'd ever seen until I got my hands on a Playstation 1. I learned that Starfighter was originally created for the "Acorn PC" which sported an ARM chip similar to what the 3DO used so it's no wonder the game was so impressive considering that the 3DO could run circles around the Acorn. I didn't even know what an Acorn computer was until I bump into some footage of it in action on Youtube. Either one of these is better than any shooter the Jaguar has available for it, except perhaps SoulStar. You're right about that except for the Duranic demo by native... That game showed promise on the 2D front. Ds3925 (3DO Video Chip).pdf
  22. That is an interesting quote by Kskunk about the 3DO. Crash 'N Burn has what I would call very minimal physics and AI, and a not so steady framerate. Road Rash and Need for Speed don't fare much better in the AI department either, but they do have solid framerates and great draw distance. Star Fighter is unparalleled tough. The 3DO's texture mapping is certainly impressive though. The online spec sheets also put the 3DO's polygon performance at roughly twice that of the Jaguar. Starfighter graphically them most impressive thing I'd ever seen until I got my hands on a Playstation 1. I learned that Starfighter was originally created for the "Acorn PC" which sported an ARM chip similar to what the 3DO used so it's no wonder the game was so impressive considering that the 3DO could run circles around the Acorn. I didn't even know what an Acorn computer was until I bump into some footage of it in action on Youtube. Acorn Version http://www.youtube.com/watch?v=I8yLRZExpJM 3DO Version
  23. Me either... Very curious about the project myself.
  24. Sounds great... Can't wait...
  25. I think it's all in the volume... If you can get the volume just right provided that the song is top quality in composition, you can always tweak the volume just enough to fool the ears into believing it's hearing good drumming when infact it's just the work of some clever volume control. If the music is solid, all there need to be done is to tweak the volume just right. This song sounds a lot like "Super C" boss music for the NES. http://www.youtube.com/watch?v=p9BDah-gh1k
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