Search found 786 matches
- Tue May 22, 2007 5:08 am
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Sun May 20, 2007 9:54 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Sun May 20, 2007 8:49 pm
- Forum: Megadrive/Genesis
- Topic: Virtua Racing
- Replies: 18
- Views: 24070
- Sat May 19, 2007 11:21 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Sat May 19, 2007 9:38 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Sat May 19, 2007 5:57 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Sat May 19, 2007 3:20 am
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
If it were true, then game must work very slow under emulators, because '13.4MHz clock' can't be dumped;)evildragon wrote:One goes by saying it uses the 13.4MHz clock and makes the 68k run at that. however, that makes no sense. if it was true, the early model 1's couldn't run then, they can't run over 9MHz..
- Sat May 19, 2007 3:10 am
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
As for RE2, the character seems quite large and detailed. If you can find reasonable speed by limiting the size and lowering the detail, it could work... in theory, of course.
Can you imagine RE-like game with less details than in 'Alone in The Dark'? Even this game requires 16MHz CPU and 640KB of ...
Can you imagine RE-like game with less details than in 'Alone in The Dark'? Even this game requires 16MHz CPU and 640KB of ...
- Fri May 18, 2007 7:14 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Wed May 16, 2007 12:22 am
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Tue May 15, 2007 3:24 pm
- Forum: Super 32X
- Topic: 32X raw performance
- Replies: 5
- Views: 9166
Re: 32X raw performance
Does it mean each CPU can do no more than ~100k operations by frame ?
Did you count branch? In code with loop with add 1 (i.e. increment) and branch, result in counter ~100K means you have ~200K operations executed.
One SH2 @23MHz has performance approx 20 MIPS - 20000000 simple operations ...
Did you count branch? In code with loop with add 1 (i.e. increment) and branch, result in counter ~100K means you have ~200K operations executed.
One SH2 @23MHz has performance approx 20 MIPS - 20000000 simple operations ...
- Sun May 13, 2007 9:30 am
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Fri May 11, 2007 8:42 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
For poly rendering and mode7-like rendering it's better to have linear horizontal-aligned buffer. In case with poly's you'll need bigger min-max buffer (because screen's width bigger than height); in case with mode7-like perspective render (F-Zero, etc) you'll need to do perspective correction each ...
- Fri May 11, 2007 7:16 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
- Fri May 11, 2007 7:02 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 129129
5000-10000 polygones by frame ???
i think you surestimate these old game :p
starwing is probably at 100-150 polygones per frame, virtua racing maybe 200-250.
5000-1000 per second. Divide by fps, it's only 200..400 for 25fps; 350..650 for 15fps. Only one Starfox ship has ~40 polys; there some ships ...
i think you surestimate these old game :p
starwing is probably at 100-150 polygones per frame, virtua racing maybe 200-250.
5000-1000 per second. Divide by fps, it's only 200..400 for 25fps; 350..650 for 15fps. Only one Starfox ship has ~40 polys; there some ships ...