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marshallh
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Post by marshallh »

*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
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Post by sammy »

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.
dudex77
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Post by dudex77 »

very impressive for some reason it reminds me of blues brothers 200 for the n64 i dont know why
Skyone
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Post by Skyone »

dudex77 wrote:very impressive for some reason it reminds me of blues brothers 200 for the n64 i dont know why
:P Same here! It reminds me of this scene:

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dudex77
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Post by dudex77 »

omg that was exactly what i was thinking of im not alone
sammy
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Post by sammy »

:lol: blues brothers right?
The textures look way better though.
marshallh
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Post by marshallh »

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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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Post by Skyone »

Looking smooth! When can we expect a demo ROM? :P
im_an_alien
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Post by im_an_alien »

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!
marshallh
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Post by marshallh »

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Converting objects almost done. Then I get to make more :shock:

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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Post by *o* »

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#%@
Harshboy
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Post by Harshboy »

*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 :D I'm sure Marshallh knows what he's doing :wink:
marshallh
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Post by marshallh »

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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Post by marshallh »

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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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Post by Skyone »

Glad to see this alive. :) Keep 'er on up.
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