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/vr/ - Retro Games


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10016770 No.10016770 [Reply] [Original]

So, once and for all could the N64 do or not do 2D sprites?

Answer the question.

Are you gonna tell me this is a 3D render? There's also the arcade Donkey Kong featured in DK64 and of course the NES games in Animal Forest.

>> No.10016778

Yes but the arcade version of N64 had a hard drive. So you notice the home version Cruisin USA had gutted tracks with lots of fade-in.

>> No.10016779

All FMV actually.

>> No.10016783

>>10016778
>the arcade version of N64

You mean Cruisin? Or the Japanese exclusive Mario Kart game?

>had a hard drive
How does that help anything?

>> No.10016785

>>10016770
Flat shaded polygons.

Sega Saturn was the last truly 2D console.

>> No.10016794

>>10016783
You know the N64 cartridges had nothing for space? There was never a Street Fighter game on it because the modern arcade storage capacity totally mogged a $50 cartridge.

>> No.10016795

>>10016785
That would be the Xbox Series X actually.

>> No.10016827

>>10016770
If you are asking about "hardware" support, there is a microcode for sprites but I don't know which games used it. Of course, any game could draw directly to the frame buffer and do sprites in software. If you're asking about low level hardware support, then no, but all games used microcode, it's not like the older 2d systems where specific memory locations contain sprite data.

>> No.10016847
File: 88 KB, 1280x720, DADC1446-48DA-4136-A0EA-90E9E21EC2C3.jpg [View same] [iqdb] [saucenao] [google]
10016847

>>10016770
cruis’n usa

>> No.10016849

>>10016770
If you're screenshot is anything to go off, then no, it absolutely could not do 2D sprites.

>> No.10016856
File: 142 KB, 500x263, tree sprites.png [View same] [iqdb] [saucenao] [google]
10016856

>>10016770
Technically, yes, the N64 is capable of 2D sprites. You must realize that any 2D object in a video game is a "sprite" whether it's a hand-crafted piece of pixel art or just a straight up square texture. You see 2D sprites for trees as the first object in Super Mario 64 after the warp pipe Mario jumps out of, and tons of the game use sprites even for the enemies.

But due to Nintendo's retardedly awful anti-aliasing technique with the N64, all sprites end up looking like muddy, blurry garbage unless emulated. Especially on a smaller sized CRT where many of the N64's 2D games become fucking unplayable. It's insane not only how fucking blurry Nintendo deliberately made the N64 but they fucking BRAGGED about it thinking it made video games look better. What a fucking joke. It's like making a tasty steak and then covering it in ketchup until you can't fucking see a spec of meat anymore on your plate.

>> No.10016860

Don't forget the disappointing Killer Instict 2 port that came late.

>> No.10016861

>>10016856
It stops being a sprite when applied to a polygon. Every 2D object in Super Mario 64 is a texture on two flat polygons.

>> No.10016879

>>10016856
The home system was built on the development of the Mario and Zelda games. Nintendo had been promising something with 3D that would look more like the Ultra 64 arcade unit for 2 years before release. It all got gimped in a rush to hit the market that Sony already won.

>> No.10017019

>>10016770
It could but not on the level of CPS2 hardware. Mortal Kombat Trilogy is basically the ceiling of what kind of 2D fighter games N64 could run. Very cut down animations compared to even the PS1 version.

>> No.10017024

>>10016770
Yes, same with the PS1. The issue is that dealing with sprites is a memory heavy affair, from drawing and moving them around the framebuffer to the amount of memory they use.

3D polygonal games use less VRAM than a traditional 2D, hence why arcade fighters often had to cut frames because there is physically not enough memory to fit all of them. 2D games are even worse on the N64 due to the arse-about way it's unified but plentiful 4MB of Rambus RAM works.

>> No.10017025

>>10017019
It sounds like for each frame of animation they loaded a different texture onto a flat polygon.

>> No.10017154

Many of the N64 polytopes that are displayed as if they're 2D sprites are actually 4D. They have a certain degeneracy that causes them to be projected onto the screen as 2D shapes (rectangles specifically) but they are natively 4D. (Technically there is one 6D one thanks to the unusual hardware architecture of the console but that one is never actually drawn on the screen so it doesn't really count.)

>> No.10017162

Bilinear blurring and low color gamut say no, it couldn't even do additive blending, even the Saturn could. SGI just made the system with 3D games in mind.

>> No.10017181
File: 119 KB, 720x540, three-hands-n64-controller.jpg [View same] [iqdb] [saucenao] [google]
10017181

>>10016770
Of course it could. Bust-A-Move 2 and '99, Pokemon Puzzle League, Dr. Mario 64, and Mischief Makers all used 2D sprites.

>> No.10017196 [DELETED] 

>>10016856
>redditspacing
>food analogy
you have to go back.

>> No.10017248

Loads of N64 games have 2D sprites. It was just better at 3D.

>> No.10017271
File: 24 KB, 474x474, 1676567603706019.jpg [View same] [iqdb] [saucenao] [google]
10017271

You dropped this, king

>> No.10017278

>>10017271
jej

>> No.10017279 [DELETED] 

>>10017196
You're trying too hard. Look at any post on this website from 2007 (ie before you were born) and you will see line breaks, as common in English writing since the dawn of the printing press. Real "Reddit spacing" would in fact involve pressing enter ONCE, not twice, since Reddit users are used to only pressing enter once.

>> No.10017280

The Hyper Neo 64 would have allowed Nintendo to beat Sony this generation.

>> No.10017281
File: 18 KB, 277x415, 1594976059618.jpg [View same] [iqdb] [saucenao] [google]
10017281

>>10017271
based

>> No.10017349 [DELETED] 

>>10017196
>>redditspacing
It's called orthography brainless ogro

>> No.10017416

>>10016770
Yes it did. The RDP supported screen-aligned rectangles like Playstation and the RSP had optimized microcode for 2D games.

>> No.10017419 [DELETED] 

>>10017279
lol
nah sorry

>> No.10017423 [DELETED] 
File: 14 KB, 264x274, 1685746629753207.jpg [View same] [iqdb] [saucenao] [google]
10017423

>>10017279
>since Reddit users are used to only pressing enter once.
Tell us more about how to properly use reddit.

>> No.10017424

>>10016783
Japanese exclusive n64 Mario kart?

>> No.10017429
File: 16 KB, 552x148, Untitled.png [View same] [iqdb] [saucenao] [google]
10017429

????

>> No.10017568 [DELETED] 
File: 44 KB, 1898x666, when a zoomer roleplays as a millennial and kills a thread.png [View same] [iqdb] [saucenao] [google]
10017568

>>10017196
This is you. You're being such a blatantly intrusive fucking faggot right now. Redditspacing is when EVERY SENTENCE is a new line break, not formatted with paragraphs in mind. You DO know what a fucking paragraph is, right? I honestly don't know anymore because you zoomers literally can't move a fucking file on a computer.

>food analogy
>you have to go back.
You inbred fucking idiot. A food analogy means the anon is a FAT AMERIMUTT, not a Redditor. Seriously, kill your fucking self for how disgustingly cringe your pathetic self is by calling your mom's boyfriend a stupid nigger so he'll beat your stupid ass to death.

>> No.10017570 [DELETED] 

>>10017568
>>>/v/642121971

>> No.10017576 [DELETED] 

>>10017568
don't call my stepdad a stupid nigger you redditor, he bought me this phone

>> No.10017583 [DELETED] 

>>10017568
>being this mad
looks like somebody missed their afternoon dilation

>> No.10017978

>>10016770
>Are you gonna tell me this is a 3D render?
It depends on what you mean. Technically 2D games on PS1 like SOTN and Mega Man X4 are 3D as far as the PS1's hardware is concerned. What trips people up is that the systems don't have a separate mode that tells it "ok, this is a 2D object" but they obviously can "do 2D" regardless.

>> No.10017984
File: 105 KB, 800x598, SUPER-MARIO-KART-64-6.jpg [View same] [iqdb] [saucenao] [google]
10017984

The characters in Mario Kart 64 are all 2D objects of 3D renders, Donkey Kong Country style.

>> No.10017987

>>10017019
MK Trilogy was not a good representation. They used a smaller cart size than they should have. All the cuts are mostly issues of space constraints, like having to remove unmasked Sub-Zero. That's not indicative of architecture issues, it's purely a space thing. The N64 very likely could have done CPS2 games just fine provided they'd spring for 32MB carts. In fact, Capcom supposedly was planning to port Street Fighter III to the 64DD.

https://www.ign.com/articles/1997/03/27/street-fighter-iii-aims-for-64dd

>> No.10018065

>>10016770
Polygons and sprites are basically the same thing.

>> No.10018072

>>10017978
I would argue that its in fact the other way around. The ps1 GPU knows nothing about 3d.

>> No.10018758
File: 173 KB, 475x481, aleck64-1.jpg [View same] [iqdb] [saucenao] [google]
10018758

>>10016778
Cruisin did not run on N64 hardware despite it stating it was "Ultra 64". Killer Instinct did, however.
If you want a literal N64 arcade experience you gotta go with the Aleck