awbacon Posted November 12, 2019 Author Share Posted November 12, 2019 On 11/8/2019 at 9:05 AM, Clint Thompson said: Happy Birthday! Out of all things, Killing Time is the only game I've ever played in my entire life that has made me physically sick after roughly 25-minutes. Something is super wonky with the skipping of frames or jerkiness when turning left/right that just makes me incredibly nauseous. I had to watch a video again to remind me but now remembering the serious framerate drop issue. You have to use the strafe to avoid it. Yes the framerate is trash, but I still love it! Quote Link to comment Share on other sites More sharing options...
awbacon Posted November 12, 2019 Author Share Posted November 12, 2019 Now here is one I wonder if the Jag could handle. It never (outside of Rayman) seemed to push pure 2D visuals. I'd love to know just how many sprites the Jag could push around given the best coding and optimization possible Quote Link to comment Share on other sites More sharing options...
awbacon Posted November 14, 2019 Author Share Posted November 14, 2019 Also I could take a port of Escape from Monster Manor. Maybe with some damn floor and ceiling textures! Quote Link to comment Share on other sites More sharing options...
Gummy Bear Posted November 15, 2019 Share Posted November 15, 2019 The Jag needs a fishing game! 2 Quote Link to comment Share on other sites More sharing options...
Machine Posted November 16, 2019 Share Posted November 16, 2019 22 hours ago, Gummy Bear said: The Jag needs a fishing game! Fishing Derby 2000!!! 1 Quote Link to comment Share on other sites More sharing options...
Lost Dragon Posted November 16, 2019 Share Posted November 16, 2019 On 9/3/2019 at 10:51 PM, agradeneu said: I expected a lot more PC and Arcade ports: Sim City 2000, TIE Fighter, Day of the Tentacle Deluxe, Rebel Assault, Raiden II, Hexen, Heretic, Doom 2, Duke Nukem 3D, Mechwarrior, Jaguar Turrican, Gunship, Descent, Dark Forces, Jaguar Ultima I put this up for ValdR elsewhere, but here is how Descent was brought to Playstation: there is actually 3.5 meg of RAM available. 0.5 meg for sound effects, 1.0 meg in vram (for textures and screen buffers), and then the 2.0 meg for code/data. Considering that the PC box says 4MB of RAM is the minimum requirement, that isn't such a bad leap. But Descent 1 really used about 9MB during runtime. So basically, we reduced everything to fit in the required slots. We made all the sound effects fit in the 0.5 meg of sound ram. Then, we made it so that all the textures on each level fit into the 1meg of VRAM. Each level load then fills the VRAM with all new textures. So then all I had left was the code and data. The code for Descent isn't that large, so I had around 1.5 megs left for all of the Descent data. That was the hardest thing... so I basically looked for anything that used extra memory to buy speed and took it out. For instance, we store a normal for each wall on the PC. On the PSX, I calculated all the unique normals in a mine and stored them separate from the walls. Also, I took out the low-detail models for the polygon robots. This slows the PSX down, because a robot in the distance actually draws with the high-detail model! Also, the PC used megs of data storing u,v's, lighting values, and texture info for each wall in the mine, even if there was no wall there! On the PSX, I only stored these for walls that used them. I also went through all the data structures and restricted ranges of variables so that I could pack them in a short or a byte if they were originally stored in an int. The hardest part of the port was not making it fit in 2MB, it was making it look good and render fast using the hardware to draw textures. The texture mapper only has integer u,v's and only does linear interpolation, and you cannot tile a texture more than 2 or 3 times. Even if the hardware is really fast, it is still linear, so you still have to do a lot of subdivision to make things look good, and each subdivision requires a good chunk of CPU time, and the CPU is only 33 mhz. So this limits the number of polys,even if the hardware can draw billions per second. The assumption that we didn't need as much code because the PSX does texturing in hardware isn't that correct because we actually had to put in quite a bit of code to make up for the limitations of the hardware texture mapper. 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted November 16, 2019 Share Posted November 16, 2019 2 hours ago, Lost Dragon said: I put this up for ValdR elsewhere, but here is how Descent was brought to Playstation: there is actually 3.5 meg of RAM available. 0.5 meg for sound effects, 1.0 meg in vram (for textures and screen buffers), and then the 2.0 meg for code/data. Considering that the PC box says 4MB of RAM is the minimum requirement, that isn't such a bad leap. But Descent 1 really used about 9MB during runtime. So basically, we reduced everything to fit in the required slots. We made all the sound effects fit in the 0.5 meg of sound ram. Then, we made it so that all the textures on each level fit into the 1meg of VRAM. Each level load then fills the VRAM with all new textures. So then all I had left was the code and data. The code for Descent isn't that large, so I had around 1.5 megs left for all of the Descent data. That was the hardest thing... so I basically looked for anything that used extra memory to buy speed and took it out. For instance, we store a normal for each wall on the PC. On the PSX, I calculated all the unique normals in a mine and stored them separate from the walls. Also, I took out the low-detail models for the polygon robots. This slows the PSX down, because a robot in the distance actually draws with the high-detail model! Also, the PC used megs of data storing u,v's, lighting values, and texture info for each wall in the mine, even if there was no wall there! On the PSX, I only stored these for walls that used them. I also went through all the data structures and restricted ranges of variables so that I could pack them in a short or a byte if they were originally stored in an int. The hardest part of the port was not making it fit in 2MB, it was making it look good and render fast using the hardware to draw textures. The texture mapper only has integer u,v's and only does linear interpolation, and you cannot tile a texture more than 2 or 3 times. Even if the hardware is really fast, it is still linear, so you still have to do a lot of subdivision to make things look good, and each subdivision requires a good chunk of CPU time, and the CPU is only 33 mhz. So this limits the number of polys,even if the hardware can draw billions per second. The assumption that we didn't need as much code because the PSX does texturing in hardware isn't that correct because we actually had to put in quite a bit of code to make up for the limitations of the hardware texture mapper. When I wrote ports I mean more like rebuild versions of those games. PC and consoles were very different architectures that time, so direct ports are not really what you want. PCs had lots of computional power and lots of RAM but were TERRIBLE with graphics rendering. "G Police" reqired a beefy Pentium CPU to run anything near as good as the Playstation original. Quote Link to comment Share on other sites More sharing options...
Lost Dragon Posted November 16, 2019 Share Posted November 16, 2019 39 minutes ago, agradeneu said: When I wrote ports I mean more like rebuild versions of those games. PC and consoles were very different architectures that time, so direct ports are not really what you want. PCs had lots of computional power and lots of RAM but were TERRIBLE with graphics rendering. "G Police" reqired a beefy Pentium CPU to run anything near as good as the Playstation original. Loved both G-Police Games on Playstation and was gutted when Playstation 2 Police (supposed to head up Sony PS2 online gaming along with new Colony Wars), but they were too ambitious for the hardware. I know Bill Rehbock wanted Descent on the Jaguar, but it would of had to of been built from the ground up and without a large installed user base, what publisher is going to fund that? 2 Quote Link to comment Share on other sites More sharing options...
awbacon Posted November 19, 2019 Author Share Posted November 19, 2019 Descent never did it for me. I remember when it came out it was getting great reviews but when I purchased it and played it...I never got into it. I should try it again at some point though and see if I was missing something. Recently I did a video on Battle Circuit, and I wasn't super into the game when it was in arcades but this year I def fell in love with it. Weird how sometimes games are somehow BETTER when you play them years down the road from release I'd def take a port of Battle Circuit though. Quote Link to comment Share on other sites More sharing options...
awbacon Posted November 24, 2019 Author Share Posted November 24, 2019 I def think Jaguar could have handled moving these types of polygons around. Are there any examples like this from the Jag of internal demos of the polygon rendering power of the hardware? I'd be curious to compare them for fun Quote Link to comment Share on other sites More sharing options...
Fredifredo Posted November 27, 2019 Share Posted November 27, 2019 NHL Open Ice : 2 on 2 Challenge using the NBA Jam Engine should be funny MADDEN NFL 98 convert from Genesis A baseball game ... 1 Quote Link to comment Share on other sites More sharing options...
awbacon Posted December 1, 2019 Author Share Posted December 1, 2019 For some reason these reminded me of Cybermorph and Battlemorph. Early 3D loved fighter ships lol Quote Link to comment Share on other sites More sharing options...
MyMelodyChan Posted December 8, 2019 Share Posted December 8, 2019 The perfect that could have been on the Jaguar I chose this because Jaguar can perfectly handle it! 1 1 Quote Link to comment Share on other sites More sharing options...
Cobra Kai Posted December 8, 2019 Share Posted December 8, 2019 I think the Jaguar would explode if forced to run SM64. 1 Quote Link to comment Share on other sites More sharing options...
awbacon Posted December 10, 2019 Author Share Posted December 10, 2019 On 12/8/2019 at 7:02 AM, Kobra Kai said: I think the Jaguar would explode if forced to run SM64. Lolol...maybe Jag could have handled Bubsy 3D....the real king of 3D platformers! 1 Quote Link to comment Share on other sites More sharing options...
awbacon Posted December 10, 2019 Author Share Posted December 10, 2019 Even a port of any of the Darkstalkers games on Jaguar would have been awesome. If PS1 could handle a cut down animation port I don't see why Jag couldn't Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted December 10, 2019 Share Posted December 10, 2019 Considering what the Lynx coders are doing with Mortal Kombat [it looks amazing, check out the video presentation from SillyVenture 2019 in Poland from this weekend], an arcade perfect conversion of Mortal Kombat to the Jaguar would be fantastic... obviously with ProController support... Quote Link to comment Share on other sites More sharing options...
agradeneu Posted December 10, 2019 Share Posted December 10, 2019 2 hours ago, Lynxpro said: Considering what the Lynx coders are doing with Mortal Kombat [it looks amazing, check out the video presentation from SillyVenture 2019 in Poland from this weekend], an arcade perfect conversion of Mortal Kombat to the Jaguar would be fantastic... obviously with ProController support... why not Mortal Kombat 2 then? Quote Link to comment Share on other sites More sharing options...
+grips03 Posted December 10, 2019 Share Posted December 10, 2019 Would be great to see Maldita Castilla 1 Quote Link to comment Share on other sites More sharing options...
sd32 Posted December 11, 2019 Share Posted December 11, 2019 11 hours ago, agradeneu said: why not Mortal Kombat 2 then? Yeah, why settle for the first one. If only MK2 would have received the same treatment as NBA JAM TE from the same coders for the Jag... that would have been more than enough for me BITD. Quote Link to comment Share on other sites More sharing options...
sd32 Posted December 11, 2019 Share Posted December 11, 2019 14 hours ago, awbacon said: Lolol...maybe Jag could have handled Bubsy 3D....the real king of 3D platformers! Bubsy 3D is better than a lot of Jaguar 3d games... i would take it! Also, i dont think its "THAT" bad, hehe. Quote Link to comment Share on other sites More sharing options...
agradeneu Posted December 11, 2019 Share Posted December 11, 2019 6 hours ago, grips03 said: Would be great to see Maldita Castilla Yeah that one is great, also Super Hydorah. 1 Quote Link to comment Share on other sites More sharing options...
Kalani Posted December 11, 2019 Share Posted December 11, 2019 On 9/4/2019 at 10:41 AM, agradeneu said: Around 4000 titles were released for the PS2 during it's lifetime, it has a huge library of games and lots of classics. Do you really think 156 Million consoles were sold just on marketing metaphors and empty promises and people kept buying PS2s because they had "no idea of games" and it was a nice piece of paperweight? Your argument is seriously flawed by just looking at the data. The PS2 had the best library of games, that was the most important reason it's still holds the title of the most popular console in history. Calling the launch of the PS2 "abysmal" in context of the Jaguar is quite a streeeeeeetch, GT3 was already presented at E3 and released in 2001, just like GTA 3. But surely the Jaguar would have sold 150 Million instead of just 150.000 if only Ataris marketing was better and more 64 bit "Do the math" lol "Software sells hardware" is a mantra that worked well with most systems, even more so with Wii and PS3 which both were completely defined by their exclusive games. The turnaround Sony did with the PS3 is a fine example how that works and it benefitted them in the long run with the huge success of PS4 which is mostly an outcome of excellent brand reputation and the trust of people that sustainable software support justifies a longterm investment into new hardware. They had a strong launch Wii and ps2 lots of hype and both had promise of killer apps. The gaming market has been in transition. First wave of grown gamers grew up bought more expensive warez. Quote Link to comment Share on other sites More sharing options...
Tidus79001 Posted December 15, 2019 Share Posted December 15, 2019 (edited) I just came across gameplay footage of Tenseiryuu: Saint Dragon today (first time that I had seen or heard of it) and my first thought was that it looked amazing and something would perform well as a port to the Jaguar. I know that it probably isn't ever likely to happen, but one can always hope & dream. Edited December 15, 2019 by Tidus79001 Quote Link to comment Share on other sites More sharing options...
roots.genoa Posted December 15, 2019 Share Posted December 15, 2019 4 hours ago, Tidus79001 said: I just came across gameplay footage of Tenseiryuu: Saint Dragon today (first time that I had seen or heard of it) and my first thought was that it looked amazing and something would perform well as a port to the Jaguar. I know that it probably isn't ever likely to happen, but one can always hope & dream. I first discovered this game on the Atari ST, so I know someone who could make it happen... 1 Quote Link to comment Share on other sites More sharing options...
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