1. Pero que pedazo de artículo, jamás creí encontrar algo así en español, llegue accidentalmente buscando info de los codecs de video de la SS, al recordar el opening del juego Burning Rangers, que se ve increíble para la media de intros en la SS y tenia la impresión de que era SoftDec + ADX (era Cinepak + ADX) quedé sorprendido de que ya se implementara en la SS, siendo mas familiar en la Dreamcast.

    Recuerdo que hay unos juegos tipo Anime/Eroge en la SS, que tienen los videos mas limpios y prefectos en el sistema, ojala su hubiesen utilizado en los demás juegos que usaban Anime en sus intro o videos in-game.

    Quiero un Libro!!!
    me encantan los libros de temas técnicos de consolas/pc retro y con imágenes!.

    Saludos desde un rincón lejano llamado Chile

  2. So you’re actually going to write a thesis about Saturn, wow !

    “GunGriffon (1996-03) → Flat polygons with transparency in VDP2?” : yes, they seem to use that for the depth fog effect on the VDP2 background.

    “Sonic R (1997-11) → in the last circuit, which is transparent integer. Does it have fewer levels of gradient in the fade or does it not?” : the last circuit doesn’t use the progressive fading of sprites in the sky background (NBG0), because NBG0 is blended with 2 different ratios with RBG0 (the emerald shine) which is behind it :
    – 31:1 by standard color calculation when NBG0 is the top layer, when it isn’t behind sprites, which make RBG0 almost invisible (you can see it very faintly if you look carefully in dark areas of NBG0).
    – Half transparency by extended color calculation when NBG0 is the 2nd layer, when it’s behind sprites.
    If the programmer had enabled the progressive fading of sprites, the half transparency blend of NBG0 and RBG0 would have become progressively more visible as the sprites faded, making RBG0 very visible in an area where the sprites are almost not visible. This wouldn’t be coherent since the emerald shine should fade with the emerald track drawn with the sprites.

    Doom doesn’t use the line color screen for depth queing, it blends VDP1 graphics with a black NBG.

    On the contrary, Steep Slope Sliders is doing it’s depth queing effect by blending polygons with the Line Color Screen.

    Some more games that do (basic) render-to-texture :
    – Bug too ! : VDP1 frame buffer used as VDP1 texture in pause screen.
    – Virtual Hydlide : VDP1 frame buffer transferred to VDP2 layer in menu and map screens.

    The sprite framebuffer itself can generally be considered a type of render-to-texture since VDP2 post-processes it to add graphics and effects. The framebuffer can even be transformed when it’s a rotation type. In that case, VDP1 applies an affine transformation using part of VDP2 rotation parameter A, when it streams the framebuffer pixels to VDP2. Some examples :
    – Capcom Generation Vol.4 : 90° rotation and downscale in all the games with screen mode 1 or 2.
    – Hang-on GP : horizontal stretch, and rotation when turning.
    – Power drift : rotation when turning.
    – Shienryu in Sega Saturn mode : 90° rotation and downscale.

    About Sega rally, “VDP2 is being used for the UI and for the background of the horizon rotated with RGB0.” : the background is indeed displayed on RBG0 layer, but strangely it rotates only in the US version of the game, when using the cockpit view. In the later PAL and japanese versions, it only scrolls. Special stuff : the background moves at 60 fps, whil the rest of the graphics runs at 30 fps.

    About Nights :
    – “Transparencies / ECC / LCS-Ins” : I haven’t seen any situation where ECC can actually work in that game, either there’s only one layer with color calculation, or the background layer is in palette format and the color ram is in mode 1.
    – “Or cool effects like a final enemy that becomes invisible against the total background of the VDP2 giving a portal or disappearing aspect to another dimension. This last effect is achieved using the extended color calculation function” It’s standard color calculation of the final boss polygons with background NBG0. There’s certainly some palette swap occuring on NBG0 which make it look like it’s animated.
    – “El primer juego First party con ADPCM fue NiGHTS por la misma fecha 07-1997” : Ah, some spanish for a change ! Nights was released in 1996.

    Some games that load during gameplay (having a Saturn with CD led helps to check that) :
    – Crimewave : loads graphics, makes the game stutter a bit especially when using the larger view.
    – Galactic attack : loads only between levels, but manages to do it with smooth animation that transitions from one level to another.
    – House of the dead : loads music and ennemies textures, which get corrupted if the CD drive is in bad shape.
    – Mystaria : loads characters animation before each fight.
    – Panzer dragoon zwei : loads at some point during level, or before boss fight.

    1. ¡Gracias Germán! ¡Disculpa acabo de ver el mensaje! 🙂 Sobre el libro. Bueno, lo sigo teniendo en mente. Pero entre el curro y la vida, está parado. Cuando tenga un hueco me pondré a terminar de corregir y añadir lo que quiero. Y a buscar formas para publicarlo. 😉

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