well I’m pretty sure GiriGiri uses DirectX8, not version 9… so I’m pretty sure it doesn’t work. I can’t try because I don’t have the discs or any cd images here…
well I’m pretty sure GiriGiri uses DirectX8, not version 9… so I’m pretty sure it doesn’t work. I can’t try because I don’t have the discs or any cd images here…
my signed Orta poster kinda didn’t fit well in my new apartment, so I decided on this. it looks less fanboyish as well
panzerdragoon.de/orta_signed.jpg
maybe I’ll give the back glass panel a frosted effect with semi-transparent film
Oh, so YOU got a poster did you? :’(
What version of Orta is that?
Japanese Special Edition. And the poster I mentioned is a special promo item ,SK and I got two from SOA together with the pewter figurine of orta.
Wow that’s really something special!
Goes green
damn, when will satourne 2.0 finally be released??? i hate “it’s done when it’s done” =((
Try SSF, it’s supposed to be quite good and gets new beta releases all the time…
www7a.biglobe.ne.jp/~phantasy/ssf/index.html
it’s supposed to be good ey? can’t get it to run on my system and AFAIK it can’t be used to capture 3d models because it only uses directx to display the pixel output of the saturn. Satourne lets OpenGL do the 3d work instead…
just to let you know, the new v2 beta 3 of Satourne runs PDS, but you can’t capture the 3d models with OGLE because Satourne only draws 2d polygons as it seems. the actual transformation of the 3d models is still handled in the emulated CPUs =(
I have to correct myself, not Satourne draws only 2d polygons, the SATURN does. what we see as 3d polygons in PDZ and PDS (I haven’t checked PD but it’s likely the same) are in fact 2d distorted sprites, one for every single polygon… that would explain some wierd graphic glitches in PDS too. I always thought the glitchy polygon seems in the PD games were due to the lack of floating point precision in the processors, but it could very well be that 2d sprites only have pixel precision for the vertice coordinates…
Do you mean glitches in the image mapping? Neither Saturn or Playstation have perspective correction, PS was even worse in general but I have noticed Saturn looks really bad when the bitmap is being stretched more in one axis than the other. Like the road surface in most racing games or the canyon walls in PDZwei act 2. A relatively minor annoyance for me compared to the infuriating zig-zag textures only a handful of Playstation games have managed to hide, not to mention the polygon “seams”…
yeah exactly, the glitches doesn’t seem to stem from texture mapping, every polygon is a 2d distorted sprite instead… sounds wierd but makes sense… the saturn could handle many more 2d sprites than actual 3d polygons, right?
Yeah I’ve never known exactly what the deal is with the Saturn and sprites, but I’m sure it can’t be thought of quite like a classic hardware sprite model. I believe it’s more like a unified display buffer that has a built in data culling system. So it’s like a normal sprite model in that, for instance, it has a finite data bandwidth per frame and per “scan line” but it is very flexible in how it can divide the bandwidth.
It’s sort of a technicality that they’re sprites, they can still be considered polygons in the strictest sense. The meaningful difference is as you say the texture mapping. The Playstation (and basically any other 3D architecture) will map a single bitmap across multiple polygons with varying scale. That may be why you see those stretched out bitmaps too often on Saturn, I don’t think there’s many options for varying the bitmap size of each sprite.
yeah it seems as if the Saturn can’t handle UV mapping, every texture I can dump from the emulators frame buffer refers directly to a single “polygon” in the game…
and btw nice to find someone on this board who has some technical understanding, most people here probably don’t get what we are talking about =)
Hmm “some” technical understanding about covers it, a holdover from a time I once knew a lot. Saturn was a really funky architecture, seeing the evolution of graphics tech for PS2, another funky system, I’ve always wondered what Saturn would have shown if it had a 4-5 year run as top dog…
I once had a funky conceptual model for running a game at 3 different framerates simultaneously according to Z depth fields and/or blending low-res sprite elements with a dynamically applied playfield filter pattern, sort of like a cheated detail texture. Only a system like Saturn could have tried it to any advantage.
Or the reverse of using software rendered simple playfield (background plane) objects blended with sprite patterns as a shader effect. After seeing the game AMOK in action I imagined taking a cue from Sega’s arcade Y board (Galaxy Force II and Power Drift) and rendering that kind of terrain directly to one of the VDP2 planes and rotating the whole image in an Afterburner or Galaxy Force style game… or even Panzer Dragoon.