Talk about your favorite PC games, Steam and building awesome custom rigs!
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marshallh
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by marshallh » Mon Nov 27, 2006 8:18 pm
*o*: probably not anytime soon. I'll be building the cart programmer (pic16f877 and max3233 serial interface) before I have the PCB made.
Tweaking the alley:
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sammy - Posts:568
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by sammy » Sat Dec 02, 2006 12:36 pm
Looks great!
I've thought about something else lately... If the Nintendo Wii would allow users to upload their own games into a special channel you could put GTP up. It would be a great upportunity to show your skills. Nintendo wants to attract people to develop games for their platforms so they are going to do all sorts of stuff like this in the future.
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dudex77
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by dudex77 » Sat Dec 02, 2006 1:44 pm
very impressive for some reason it reminds me of blues brothers 200 for the n64 i dont know why
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Skyone
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by Skyone » Sat Dec 02, 2006 3:43 pm
dudex77 wrote:very impressive for some reason it reminds me of blues brothers 200 for the n64 i dont know why
Same here! It reminds me of this scene:
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dudex77
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by dudex77 » Sat Dec 02, 2006 5:53 pm
omg that was exactly what i was thinking of im not alone
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sammy - Posts:568
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by sammy » Sun Dec 03, 2006 1:22 pm
blues brothers right?
The textures look way better though.
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marshallh
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by marshallh » Tue Dec 19, 2006 4:12 pm
I've been converting a lot of GTP graphics for the N64 - reduced polycounts and resized textures mainly.
Now the tile editor is 100% easier to use!
More tiles coming soon..
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Skyone
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by Skyone » Tue Dec 19, 2006 4:51 pm
Looking smooth! When can we expect a demo ROM?
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im_an_alien
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by im_an_alien » Sat Dec 23, 2006 11:24 pm
Looks pretty cool... wow, I haven't been here in a long time, can someone tell me what's been going on with this?
And yeah, demo rom?
<(im_an_alien)>
24 year old computer ftw!
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marshallh
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by marshallh » Sat Dec 30, 2006 3:26 pm
Converting objects almost done. Then I get to make more
Next is object support. When I get that done, I'll start making the N64 codebase.
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*o*
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by *o* » Sat Dec 30, 2006 8:23 pm
looking excellent! although it looks like it has a poly count thats a bit high for an n64 to run...
Penn & Teller wrote:It's BULLS#%@
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Harshboy - Portablizer
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by Harshboy » Sat Dec 30, 2006 9:25 pm
*o* wrote:looking excellent! although it looks like it has a poly count thats a bit high for an n64 to run...
N64 don't have to run it, jst my 1337 computer
I'm sure Marshallh knows what he's doing
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marshallh
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by marshallh » Sat Dec 30, 2006 10:31 pm
The problem with the N64 isn't the number of polygons - it renders lots of polygons fine. Most early commerical games had few polygons because the 3d software the modelers had was harder to use than it is now. (and because early RCP microcodes were too accurate and slow)
The main limiting factor in N64 games is fill rate and texture memory, because the RDRAM latency is so high. If you can write games without using a Z-buffer, you'll speed things up greatly (and save memory). You can also turn of writes to the Z-buffer multiple times while rendering a single frame, for objects that don't need it (like a skysphere) as long as you send their displaylists first to the RCP.
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marshallh
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by marshallh » Mon Jan 22, 2007 9:14 pm
Hopefully there willl be a stat system, you will eventually have to relieve yourself in the bathroom, and replenish anoter stat with your beverage of choice. Who said portable-building was easy...
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Skyone
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by Skyone » Tue Jan 23, 2007 12:38 am
Glad to see this alive.
Keep 'er on up.