Search found 786 matches

by Shiru
Tue May 22, 2007 5:08 am
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

I know how this type of games work, and I also like Resident Evil-like games and played many of them. I think you've completely missed this point. Ok, I say more exaclty: I know, how games-with-prerendered-backgrounds-and-3d-models work, and I also like such type of games, which includes FF7-9, RE1...
by Shiru
Sun May 20, 2007 9:54 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

*WE* were speaking of an RE-like game, not a game that requires such a method. Don't quote me unless you mean it. OK, sorry, I lost in thread a little. About 'RAM means nothing'. I don't state what we need 640KB to implement RE-like game on SMD, of course - you right about difference between cartri...
by Shiru
Sun May 20, 2007 8:49 pm
Forum: Megadrive/Genesis
Topic: Virtua Racing
Replies: 18
Views: 14157

Genesis VR already dumped long ago and presented in goodset.
by Shiru
Sat May 19, 2007 11:21 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

TascoDLX wrote:Remember: the background and 3D objects are on separate planes.
We speak about Fonzie's method of column rendering, which involve both BG planes to reach full horizontal resolution.
by Shiru
Sat May 19, 2007 9:38 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

Do you think its important to fill 4pixels per write if you can write one pixel at full speed, if the line lenght isn't so big, i think writting pixel per pixel is faster... Yes, I think so. Don't forget that we also need to 'clear' whole frame buffer each frame, before drawing objects. If we speak...
by Shiru
Sat May 19, 2007 5:57 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

RAM requirements mean nothing. 35KB of RAM for raster buffer in 320x224 mode (28KB for 256x224) is nothing? And if we want to use DMA to transfer raster buffer to VRAM, we need two such buffers in RAM. And if we want to store BG graphics in compressed form, we also need third buffer.. object_angle ...
by Shiru
Sat May 19, 2007 3:20 am
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

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..
If it were true, then game must work very slow under emulators, because '13.4MHz clock' can't be dumped;)
by Shiru
Sat May 19, 2007 3:10 am
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

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 ...
by Shiru
Fri May 18, 2007 7:14 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

The 2D background is stationary, check out the video. ... I know how this type of games work, and I also like Resident Evil-like games and played many of them. Anyway, SMD has not enough CPU power to render enough poly's for such type of game with acceptable speed. Even without computing and render...
by Shiru
Wed May 16, 2007 12:22 am
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

I used it to speed up my mode7 engine ;D It effectively work... Are you sure that you used same method which I describe? I made some experiments, and seems my idea can't work. It works fine for single line of screen, but it's impossible (seems so, I can't find solution) to make it work for all line...
by Shiru
Tue May 15, 2007 3:24 pm
Forum: Super 32X
Topic: 32X raw performance
Replies: 5
Views: 5741

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 (usually...
by Shiru
Sun May 13, 2007 9:30 am
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

I just saw the video of Resident Evil on the GBA (http://www.youtube.com/watch?v=-htyTk-Ij3M&NR=1), I wonder if something like this could be done on the Genesis? It's just a 2D background with a 3d character. GBA has ARM7 @16.8 MHz (32bit RISC), lower resolution, and bitmap videomodes. And this typ...
by Shiru
Fri May 11, 2007 8:42 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

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 ...
by Shiru
Fri May 11, 2007 7:16 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

About fast flat-shaded poly rasterisation on SMD. I have raw idea, how to make linear frame buffer in VRAM, to speed-up drawing horizontal lines of poly. We must use two BG planes and VSCR. BG buffers must be filled like this (example for only screen line): BG0: 1010101020202020... BG1: 010101010202...
by Shiru
Fri May 11, 2007 7:02 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 51325

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 ...