i'm guessing there are too many programming tricks that have been created since the dreamcast's demise. I was looking at some early iphone games and I was wondering whether if the dreamcast could run them. Here are two games that I think should be inside the dreamcast's range.
Eternal legacy
https://www.youtube.com/watch?v=CSz4OwTLj3A
Shadow guardian
https://www.youtube.com/watch?v=50pNU2EFN_o
Maybe also Gangstar miami
https://www.youtube.com/watch?v=ONmIz8yk6V4
Do you guys see anything in these games that have not been utilized on the dreamcast?
Sorry about that,I can never embed videos right for some reason
powervr2 limits
-
- DCEmu Freak
- Posts: 62
- https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
- Joined: Sun Mar 10, 2013 9:55 am
- Has thanked: 0
- Been thanked: 0
- RyoDC
- Mental DCEmu
- Posts: 366
- Joined: Wed Mar 30, 2011 12:13 pm
- Has thanked: 2 times
- Been thanked: 0
Re: powervr2 limits
Please spend some time and edit the links you have provided
How do I try to build a Dreamcast toolchain:
Re: powervr2 limits
Eternal Legacy - Looks like a DC game. Animation looks a bit betterchao2 wrote:i'm guessing there are too many programming tricks that have been created since the dreamcast's demise. I was looking at some early iphone games and I was wondering whether if the dreamcast could run them. Here are two games that I think should be inside the dreamcast's range.
Eternal legacy
https://www.youtube.com/watch?v=CSz4OwTLj3A
Shadow guardian
https://www.youtube.com/watch?v=50pNU2EFN_o
Maybe also Gangstar miami
https://www.youtube.com/watch?v=ONmIz8yk6V4
Do you guys see anything in these games that have not been utilized on the dreamcast?
Sorry about that,I can never embed videos right for some reason
Shadow Guardian - Possible with better texture resolution, lower screen resolution (DC only has 640x480).
Gangstar Miami - Terrible graphics, easily possible on the DC.
Eternal Legacy and Shadow Guardian seem to use a better skeletal animation for the character models than most DC games, maybe even multiple bone weights. That is, each vertex/point of the 3D model is affected by multiple animated bones, not just a single parent bone. This makes transitions from one body part to the next look better (Final Fantasy 7 is an example of a game where no bone weights are used, shoulders/elbows look terrible when animated).
Shadow Man for DC also uses this technique. Games like Sonic Adventure and Phantasy Star Online didn't (they use a simplistic bone hierarchy, no weights).
https://www.youtube.com/watch?v=n4zGjljKDmQ
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Re: powervr2 limits
So Gangstar miami is even within the dreamcast's range,but what about its sequels. Gangstar Rio and Gangstar vegas.
Gangstar rio
https://www.youtube.com/watch?v=Iaxx2HgvI_Q
Gangstar vegas
https://www.youtube.com/watch?v=QE5q7QAKgc0
Here is another questioning pertaining to the skeletal animation. Was implementing mutiple bone weights during the late 90s and early 2000s pretty hard? Shenmue 1 and 2 definitely use mutiple bone weights right?
Gangstar rio
https://www.youtube.com/watch?v=Iaxx2HgvI_Q
Gangstar vegas
https://www.youtube.com/watch?v=QE5q7QAKgc0
Here is another questioning pertaining to the skeletal animation. Was implementing mutiple bone weights during the late 90s and early 2000s pretty hard? Shenmue 1 and 2 definitely use mutiple bone weights right?
Re: powervr2 limits
Again possible, at lower resolution.
- For Vegas one would need to remove some shader effects.
-They claim to use 2.5 GBs of data, so some cuts would need to be made to content here. Since this is a mobile game they might have textures in many formats instead of one, so that number might be lower actually. Also, homebrew is limited to CDs(700MB) to avoid piracy, instead of GDs(1GB).
- It would be important to stream files from disc efficiently and make good use of visibility testing to get a large draw distance. The level formats in the official SDK didn't seem to account for any of that, so any homebrew game would need to spend effort on that. Ph3nom uses the level format from Quake (BSPs), which is much more efficient than what Sega used, for example.
- For Vegas one would need to remove some shader effects.
-They claim to use 2.5 GBs of data, so some cuts would need to be made to content here. Since this is a mobile game they might have textures in many formats instead of one, so that number might be lower actually. Also, homebrew is limited to CDs(700MB) to avoid piracy, instead of GDs(1GB).
- It would be important to stream files from disc efficiently and make good use of visibility testing to get a large draw distance. The level formats in the official SDK didn't seem to account for any of that, so any homebrew game would need to spend effort on that. Ph3nom uses the level format from Quake (BSPs), which is much more efficient than what Sega used, for example.
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream