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File: 33 KB, 597x396, Original-Nintendo-64.jpg [View same] [iqdb] [saucenao] [google]
437661 No.437661 [Reply] [Original]

I see lots of people talking a bunch of ill-informed rubbish about the N64 and its hardware. So here are some interviews with what was arguably the second best 3rd party developer, behind Rareware, Factor 5.

Read and learn, people. This stuff is priceless for settling those N64\PSX\PC Master Race disputes.

http://ign.com/articles/1998/02/24/factor-5-interview-part-i

http://ign.com/articles/1998/02/27/journey-to-the-center-of-the-n64

http://ign.com/articles/1998/02/25/whats-wrong-with-music-on-the-n64

http://ign.com/articles/2000/11/10/bringing-indy-to-n64

::Choice quotes::

The Hardware:
We immediately liked the N64 because we didn't have to deal with CDs.

On N64 Music:
To say it bluntly, in that respect it seems that European and Japanese companies -- with few exceptions -- are simply better. Rare has gathered the cream of the European programming elite, and it's quite visible that they're technically ahead.

Porting Indiana Jones:
The big strength was the N64 cartridge. We use the cartridge almost like normal RAM and are streaming all level data, textures, animations, music, sound and even program code while the game is running. With the final size of the levels and the amount of textures, the RAM of the N64 never would have been even remotely enough to fit any individual level. So the cartridge technology really saved the day.

In terms of weaknesses we fought hard against the fill-rate limitations of the N64. We loved Hi-Res on Rogue because of its crisp look, but the framerate was questionable. So when starting the engines for both Indy and Naboo, the main goal was to get a high framerate in Hi-Res.

PSX vs N64 Music:
You've got these wonderful [PSX] Redbook soundtracks and they all sound professional, but switch off the game and you've forgotten them.

If someone can't handle the N64's sound right, what do they go for? Techno. A techno soundtrack only needs three voices and the problem is that most techno tracks are simply boring and disappointing.

>> No.437738

"Frame rate -- we've written it into our holy programming bible -- we will try to keep a constant frame rate of 30 frames per second. Constant is, of course, a relative term. It can happen in all three games that everything drops down to 20 frames for a moment, but then it will quickly go back to 30. It's almost impossible to keep a constant frame rate in a 3D game, at least with the detail that we've got going. If you've got a game like F-Zero X, of course, the whole thing runs at 60fps, but then you also have flat-shaded cars, a track that's made up of three textures or a flat background. If you limit yourself to those elements, then you've got total control. But as soon as you want to bring more detail into your game then 30fps are suddenly a real challenge."

Yep, Factor 5 were the Infinity Ward of the N64 era. Rareware didn't give a fuck about framerates, but F5 were obsessed with 30FPS.

>> No.437830 [DELETED] 
File: 18 KB, 200x196, thinker.png [View same] [iqdb] [saucenao] [google]
437830

>>We immediately liked the N64 because we didn't have to deal with CDs.
>>Redbook soundtracks ... sound professional, but switch off the game and you've forgotten them.

Hear that sound? That's PSX fanbois screaming in denial.

>> No.437840

>>437830
what kinda agitprop is that shit? why would it be true by definition?

>> No.437847

>>437738
30 FPS is still shit though.

>> No.437849

>>437830
Can you keep this shit off /vr/? You have a place for pointless fanboy bullshit

>>>/v/

We asked for this board precisely so we could get away from this sort of shit.

Requesting everyone to sage/report this and similar threads.

>> No.437856

>>437840
>what kinda agitprop is that shit? why would it be true by definition?
Because Factor 5 were highly respected game developers owned by Lucasarts, of all people, with an intimate understanding of how both PSX and N64 soundtracks were written and composed. They highly praise a number of PSX games if you read the interview, but they emphasize that red-book made composers lazy because devs put too much focus on graphics. They were especially harsh on American developers.

>> No.437862

>>437849
Are you nuts? This is rarely seen interviews with a highly respected 3rd Party N64 developer explaining the N64 hardware. How is this fanboi bullshit? People argue over this topic when they could actually refer to stuff like this, an authority on N64 hardware, to decide it.

>> No.437875

>>437862
Look at your fucking post (assuming you're OP).

> This stuff is priceless for settling those N64\PSX\PC Master Race disputes.

No one gives a fuck about that crap, you're just bringing down the overall quality of the board. Delete your thread.

>> No.437876

>>437849
The problem here is that every other N64 thread gets flooded with PSX fans claiming that the N64 couldn't possibly do better music than the PSX because it didn't use CDs. Well Factor 5 explain how this isn't true, and go into detail about how they managed multithreaded audio on the N64, the compression, etc.

>> No.437880

>>437876
>every other N64 thread

No it fucking doesn't. People should report the trolls anyway.
We've had awesome mods dealing with this shit since day 1.

>> No.437882

>>437875
>No one gives a fuck about that crap, you're just bringing down the overall quality of the board.
OP here.

Why should I delete the thread? This isn't about arguing over the PSX\N64\PC power struggles. This is about arming ourselves with knowledge so we don't need to bog down threads with shitty arguments which could be easily resolved by these interviews.

>> No.437883

>>437882
It started devolving into that after TWO posts.

>> No.437885

>>437883
Then let's move on and discuss the interviews.

>> No.437889

>>437882
I'm idort master race so I don't actually give a shit either way, but this thread is clear fucking bait.

>> No.437898

>>437889
It's not bait. It's an attempt to counter a lot of the anti-N64 bullshit on /vr/ recently.

>> No.437908

>>437889
And which part of the OP is bait? It's mostly quotes taken directly from interviews with one of the most respected team of games developers we ever had. When they said they were grateful not to have to use CD's, it's a direct quote.

>> No.437918

Read this one - http://au.ign.com/articles/1998/02/24/factor-5-interview-part-i

"Yeah, it was a great game, so we decided on doing Ballblazer for PlayStation. From a marketing standpoint, the question remains whether it's such a great idea to make updates to old games. But nevertheless, we wanted to do it, LucasArts wanted to do it, and we received a prototype of the PlayStation. It was a nightmare. The development time was penciled in for one year -- but we had never done 3D. We basically spent the first year on re-doing the 3D engine about 10 times, and it was very, very nice of LucasArts that they supported us the way they did. Every other publisher would have just pulled the plug and would have said "that's it, give us our money back, off into the desert with you." But they kept us going and supported us financially until we had the necessary 3D know-how -- and then, one day, we actually finished Ballblazer (laughs).

As an ambitious second project, we did the PSX conversion of Rebel Assault 2. Nobody had really used FMV well on the machine before that, you know, what you can do technically with FMV by mixing it with polygons. That was one big technology trip -- very interesting for our research."

They were also PSX devs, so nobody can accuse them of being N64 fanboi devs.

>> No.437919

As OP, I had to cut down their quotes to make them fit. Here is full CD vs Cart quote:

"IGN64: Which brings us to the N64 -- a console that is certainly less than ideal for FMV.

Factor 5:

Exactly, and that's a good thing. We immediately liked the N64 because we didn't have to deal with CDs. You shouldn't underestimate what a battle it can be to make a CD game on the PlayStation. You have to fill it, you have to burn it -- which takes an hour every time you want to see a new version of your game, you have to work around loading errors, and so on. CDs can be a real pain."

>> No.437926

>>437919
IGN64: But don't CDs also offer a lot of freedom and space for programmers and make it easier to code a game?

Factor 5:

You shouldn't forget that RAM ultimately limits everything and that's roughly the same for both cart and CD consoles. With CDs, people tend to spend a lot of cash on rendering, something that's often not necessary. Of course, sound is a lot easier on CD consoles. On the other hand, the N64 is really sexy because it combines the performance of an SGI machine with a cartridge. We're big arcade fans, and cartridges are still the best for arcade games or perhaps a really fast CD-ROM. But there's no such thing for consoles yet.

>> No.437952

Factor 5:

Well, if you've played Yoshi for an hour then you'll probably find it hard to get those melodies out of your head, too. It's burned into your skull, forever (laughs). But you're right, many melodies nowadays are not as recognizable as in the good old 16-bit days. I don't think it has anything to do with the number of voices because I notice a similar trend on the PSX. You've got these wonderful Redbook soundtracks and they all sound professional, but switch off the game and you've forgotten them. There are of course exceptions like Soul Edge or Castlevania. Konami did great stuff on the SNES, and they do incredibly good music on the PSX, too.

When it comes to melodies, it's simply a question of creativity and that creativity can easily be impaired by a lack of voices. Nevertheless, some of the more motivated developers are trying to be more creative and stand out from the rest. Again, Rare is a good example. The Indian singing in Diddy Kong Racing was hilarious.

If third parties could have access to easier sound tools and would recognize the importance of music a little more... You won't be able to do CD music on the N64 with the ease you can pull it off on a CD system. But I'm sure that with better tools the current level of music can be pushed way up. We are finishing up our sound tools and we will definitely approach Nintendo and show them. There needs to be some kind of solution for third parties. A company like Nintendo has almost unlimited resources to develop tools, but a small third party team, especially when they don't have any sound know-how, they just don't have the manpower or background to make their own tools just for sound.

>> No.438019
File: 57 KB, 640x443, N64cover.jpg [View same] [iqdb] [saucenao] [google]
438019

Does anyone have any HQ screens of this?

It seems as though none of Factor 5's N64 games have decent screenshots, possibly because they can't be emulated.

>> No.438024

I'm an N64 fan boy and a musician\producer. PSX with its CD has objectively better sound quality.

Of course sometimes people will write shit music for a PSX game and great music despite the N64s limitations. That does change anything.

>> No.438045

>>438024
Exactly, and as OP I sincerely didn't mean to make the PSX look bad. The system runs CD quality audio for crying out loud. What I meant, is that Factor 5, who worked on both systems, said that there were two problems with the N64 and PSX.

American developers were lagging behind their European counterparts technologically.
And a focus on graphics combined with large storage space was making a lot of developers lazy. N64 devs fell back on generic techno, and PSX devs failed to push the system musically because there were no limits to the music.

I believe we can celebrate the N64 without dragging the PSX down, and vice versa

>> No.438079

>>438019

To be fair, it does have a PC port. So did Rogue Squadron.

I'm guessing you want to compare that and the N64 version though?

>> No.438096

>>438079
>To be fair, it does have a PC port.
The N64 version was released later, and is allegedly a far superior version. Factor 5 discuss the porting in this interview: http://ign.com/articles/2000/11/10/bringing-indy-to-n64

But I've never been able to find a side-by-side comparison demonstrating the new lighting engine, new animation, new models, etc.

>> No.438108

>>438096

Oh, really? That's really interesting.

I was wondering why IGN was so good for a moment, then I realised the article was from 2000.

>> No.438120

>>438108
>I was wondering why IGN was so good for a moment, then I realised the article was from 2000.
HA! Me too! Remember when games journalism ACTUALLY DISCUSSED THIS STUFF? Today, you never get an interviewer asking technical questions in a form casual readers can understand as well.

Man, I miss old IGN...

>> No.438201
File: 81 KB, 345x400, Lair_front.jpg [View same] [iqdb] [saucenao] [google]
438201

How interesting. Factor 5 developed the audio compression tech used in Resident Evil 2 and Pokémon Stadium. I was always impressed by the amount of audio samples the announcer had in PS.

Image relevant: The game which killed this amazing developer.

>> No.438247

The N64 had one other thing that the PSX did not that made the N64 have a lot better graphics: floating-point support.

Ever notice how PSX games have a really chunky, low-res look? How textures sometimes shift around, polygons change shape slightly as they move, and aliasing is insane?

Turns out, that is because the PSX doesn't support floating-point. All graphics calculations are done with fixed-point, which are basically whole numbers. This causes an obvious loss in precision. If you want to move a vertex from point 1 to point 2, you might only go to 10 places inbetween. On the N64, the same movement might have 10000 places inbetween, and the movement is a lot more fluid. And forget about subpixel rendering.

The N64 had one hell of a CPU and GPU combo. It supported floating-point, had Z-buffer support, and was reprogrammable using microcode. The only real issue is the tiny texture cache, but that can be worked around. This wasn't easy, however, so a lot of N64 games have lower quality textures. The N64 did do bilinear filtering on the textures, though.

And that's why PSX games have the chunky look, but better textures, and N64 games have blurry textures, but are really sharp.

>> No.438248

>>437862
>>437661
Dont delete it OP, this is a great informative thread without these fascists shitting it up

>> No.438261

>great developer
>games were all license crap that was terrible

Just the facts here. The dude seems articulate, though. But a lot of you have too much reverence for the console.

>> No.438263

Please quit shitting this fine thread up.

>> No.438289

Redbook audio making things "too easy" has nothing to do with all the generic music on the PS1. Sega-CD is known for its great redbook music. It has more to do with tastes changing. During the the PS1 era, devs made their music sound like the sort of boring, generic electronic music that was popular at the time.

>> No.438323

N64 had hard to use hardware which therfore, made it shitty.

>> No.438326

>>438263

I still have my N64. But I actually played these games back in the day, the like three they actually developed anyway, and they just weren't very good.

>> No.438339

>>438323
This.
Unless you have developers who love masochistic hardware you won't get everything out of it.
They're always rare.

>> No.438389

>>438323
Sounds like the Saturn. There's that old quote about the machine:

"If you program for the Playstation you learn C++. If you program for the Saturn you learn the hardware."

>> No.438410

>>438247
You can work around the 4KB texture cache from an aesthetic perspective by clumping textures together, but you can't work around it from a performance perspective.

Having to stream textures one at a time through that tiny cache is an absolute killer on the fill-rate. I have a good friend that programmed for the N64, and he was of the opinion that the machine would be very much free of bottlenecks if it wasn't for that small texture cache. He said that the N64 was far superior to the PSX in absolutely every other way.

>> No.438451

>>438410
The cache was a truly baffling design decision. Very few developers were able to overcome it, and those who did had mixed results. (And if we're honest, only Rareware, Nintendo themselves, and Factor 5 ever came close.) As you say, the techniques to map smaller textures to create larger ones used up precious fill rate.

Factor 5 mentioned it thusly:

Factor 5: We are using every trick possible in terms of optimal use of the 4K texture cache for every single texture. The programmers figured out the weirdest texture formats to get every texture to maximum resolution. An elaborate tool analyzes each original source texture and tries to come up with the best texture format for it on the N64. The tool also allows manipulating and choosing these texture formats by hand, something which we had to do in a lot of cases.

The sheer amount of textures was possible due to the streaming from the cartridge. While the player is running through the level, the program figures out which parts of the level need to be streamed in and does that in the background. So the amount of textures and size of levels is only limited by the cartridge, not the RAM of the N64. To achieve this, we had to rewrite not only all of the microcode but also quite a bit of the N64s operating system.

>> No.438456

Your bait thread is shit.

>>>/v/

>> No.438463

>>438456
>OP makes cool thread about N64 hardware
>Sonyfags flood in from /v/ to shit it up.

>> No.438489

>>438451
It wasn't so much a design decision as a cost-cutting measure. It would have been internally justified because when you use bilnear filtering your textures don't need to be as high res.

Factor 5 wouldn't have been able to do anything to TRULY overcome the texture cache issue. What it sounds like they did is to re-write the microcode so the fill-rate doesn't commit suicide trying to process so many textures.

They did a good job on Gamecube too.

>> No.438495

It's quite interesting how they made the most of the 32MB game cart and streamed directly off it instead of loading assets into ram. This was the same trick Bad Fur Day (Which was 64MB) used, I believe. The crazy thing is that this made the expansion pack almost redundant. Why? Because of that bloody fill rate. There is no way to exploit 32-64MB of streamable memory plus 8MB RAM without running face-first into N64's inability to draw all this awesome shit onscreen, even if the polygon count is well within the limit.

>> No.438506

>>438261
>Rogue Squadron
>bad
That's your opinion but it's a terrible shitty opinion.

>> No.438525

>>438495
That is correct. The reason why Banjo Tooie and Conker's Bad Fur Day did not support a high-res mode was because they had already reached the fill-rate ceiling.

Adding more RAM wouldn't have changed that.

Actually from that perspective you could argue that the base Nintendo 64 was a well balanced machine.

The extra RAM is really only useful for games that can push their fill-rates a little higher, or for storing non-rendering information (camera photographs in Majora's Mask for example).

>> No.438532 [DELETED] 

>>437847
except human eyes can;t see past 30. stop being a /v/ faggot

>> No.438538

>>438532
Are you retarded?

>> No.438563

Factor 5 are totally right about the music - on N64, especially. So many developers resorted to loud, unsubtle techno stuff. But I notice they sorta gently hint that they wish Nintendo would help out developers, because while the big devs like Rare and F5 and Konami can afford to rewrite the N64's music systems, including the quite amazing practice Factor 5 used - running music on both the RSP and MIPS processor and cycling between them to squeeze more performance, smaller devs had to make do with a music system they didn't understand, and which hogged precious CPU power with every voice added.

The reason it makes me sad is the amount of people who innocently say the N64 had no good music compared to the PSX. I say "innocently" because most likely their only exposure to the console was the cheap, CPU-light techno Factor 5 were talking about.

>> No.438574

>>438563
I could be wrong about this, but didn't Conker's Bad Fur Day use MP3 files? I remember reading something like that Rare programmed an MP3 decoder for N64.

>> No.438592

>>438532
Get out.

>> No.438604

>>438538
>>438592
regardless of what framerate we can see it depends on what refresh rate your screen has.

And despite having a 60fps boner most consoles don't actually run at 60, it's only certain games on them that do.

>> No.438609

>>438604
When you play PC games frequently, you can very easily tell the difference. And yes, console games don't generally run at 60.

>> No.438621

>>438604
Every 2D console renders at 60hz, locked, always.

>>>/v/

>> No.438617

>>438574
BFD used MP3 for voices. Music was sequenced. Rareware's MP3 decoder was different to Factor 5's one... Actually I'm not sure what format Factor 5 used. The F5 system was used in Pokemon Stadium and Resident Evil 2, in addition to their own games. Rareware used MP3 in BDF and Perfect Dark.

Then there was another system - the audio compression used in Turok 3. That game had a lot of pretty good quality speech on a 32MB cart. But I dunno what codec was used.

>> No.438628

>>438604
>what refresh rate your screen has.
That would be 60hz in most of the civilized world.

>And despite having a 60fps boner most consoles don't actually run at 60, it's only certain games on them that do.
Older consoles were very tightly synchronized to video scan-out and couldn't run slower if they tried.

>> No.438654

>>438604
Factor 5 actually mention in one of the interviews the fact games like F-Zero X could run at 60FPS on the N64. They personally made do with 30 because they wanted to have more detail.

But their dedication to 30fps was pretty remarkable, since a lot of N64/PSX games were locked at 20fps.

>> No.438676

>>438654
>since a lot of N64/PSX games were locked at 20fps

Noticed this playing Zelda.


As for 60fps, I think that's what really gives Smash 64 a lot of its charm. It's got sparse 3-D modeling, sprites sprinkled everywhere, and as a result, nice and smooth 60fps. Something about how smoothly it all plays out just makes it more comical.

That and the audience cheers, and sound effects that give it a sort of distinct identity from the later Smash games.

Man, I love fucking around in Smash 64.

>> No.438685

>>438676
That and F-zero really stand out for their super smooth gameplay. Its very easy to forget that the graphics in either aren't that "good".

>> No.438696

>>438617
It's pretty impressive to get MP3 decoding working on the N64. The CPU is borderline under-spec to do so.

>> No.438697

>>438676
Mario 64 runs at 25/30fps (PAL/NTSC) vs OoT/Majora's Mask's 17/20fps. My God, Mario 64 feels silky and fluid compared to all the other N64 games. Though that's due to the animation system as much as the higher framerate.

>> No.438714

>>438696
Factor 5 seem to have used a form of multithreading - running the sound/music on both the main MIPS processor and the Reality Signal (Co)Processor.

How Rareware handled it, I don't know. But Rareware always had issues with framerates. I wish they'd teamed up with Factor 5 and exchanged notes.

>> No.438729

>>438685
I can't say from experience since I haven't played F-Zero, but in Smash's case it definitely added to the charm. It's like watching little toys beat each other up in realtime. When you play other n64 games first, then pop in Smash, the effect is more pronounced, naturally.


More on-topic, devs pushing console limits is always fascinating to hear about, be it in terms of graphics, music, anything.

The NES and Gameboy had what, 4 audio tracks? Including percussion? The gameboy pokemon games have some of the best soundtracks in all of gaming as a result.

>> No.438771

>>438729
Not entirely on topic, but here's an article discussing the GB and some of its most impressive games.
http://www.racketboy.com/retro/nintendo/gameboy/game-boy-games-that-pushed-the-limits-of-graphics-sound

>> No.438772

>>438729
>The NES and Gameboy had what, 4 audio tracks? Including percussion? The gameboy pokemon games have some of the best soundtracks in all of gaming as a result.


The Game Boy has four sound channels: two square waves with adjustable duty, a programmable wave table, and a noise generator.
The NES board supported a total of five sound channels.
two pulse wave channels
one fixed-volume triangle wave
one sixteen-volume level white noise channel
one differential pulse-code modulation (DPCM) channel

The Famicom Disk System added yet another channel

>> No.438792

>>438621
Except in PAL countries it's 50hz...

>> No.438813
File: 221 KB, 463x375, THEKID.png [View same] [iqdb] [saucenao] [google]
438813

>>438771
That list was a good read.

>> No.438815

60Hz was only the defacto standard because Japan and America dominated the games industry numerically. Yes, PAL vs NTSC is a huge argument with silly nicknames like "PERFECTION AT LAST" and "NEVER THE SAME COLOUR TWICE", but looking at the issue internationally, a lot of games were developed in regions using PAL 50Hz.

>> No.438849

Is PAL vs NTSC even an issue nowadays?
Don't we use the same stuff (digital) now?

>> No.438853

>>438849
It's an issue for older consoles, because of poor framerate conversions.

>> No.438862

>>438815
Factor 5 were originally German. So PAL was the system they were familiar with.

As such, their early games, such as Turrican run too fast in NTSC mode.
In fact, there were a large number of European games which the American market either got sped-up ports of or simply never heard about at all.

>> No.438865

>>437661
>To say it bluntly, in that respect it seems that European and Japanese companies -- with few exceptions -- are simply bette

Japanese and US devs _both_ lagged behind Europe for music quality

>> No.438873

>>438853
With that in mind there are a few N64 games (pretty much all of them developed by Rare) that actually take advantage of the higher PAL resolution.

>> No.438886

>>438815
What pissed me off is that some companies...

LOOKING AT YOU SQUARE, YOU FAGGOTS

... didn't readjust the game to run at 50hz properly. A PAL version of FFX or Kingdom Hearts runs about 17% slower and has ugly black borders on the screen. It's the reason I began to lose faith in Square. By the time they released 12, my loyalty went to Nippon Ichi and Atlus.

>> No.438889
File: 63 KB, 460x613, 645376.jpg [View same] [iqdb] [saucenao] [google]
438889

>>438771

Never heard of Wendy: Every Witch Way. Is it as good as it looks?

>> No.438896

ITT: One Nintenyearold fanboy tries to defend his nogaems console

>> No.438898

>>438849
Even the Wii can run PAL 50, I think. But it depends on the dev. A PAL dev making a game might just use PAL 60 + NTSC. But yea, even though the TV standards aren't as relevant, it still lingers. That Doctor Who episode airing in a few hours will still be PAL 25fps, for example.

>> No.438916

>>438865
>Japanese and US devs _both_ lagged behind Europe for music quality

See:

http://www.youtube.com/watch?v=DRejS-izaZo&list=PL7ACBE540FC2DF52D
http://www.youtube.com/watch?v=tbGM9KW781Q&list=PLDC50E287F01D7D4B

>> No.438924

>>438896
>Nintenyearold
>N64 was release 1996

>>>/v/

>> No.438930

>>438924
>you in charge of understanding memes

>> No.438935

>>438896
Stop fagging up the board. Go away.

>> No.438937

>>438930
>>438896
Actually you're wrong. Back in the day, even 10 yos didn't play that shit. More like 4-5 yos.

>> No.438940

>>438935
This entire thread was a poorly-disguised attempt at inciting a console war

>> No.438969

>>438940
>Thread is console war bait.
These interviews may, you know, be some of the most important material ever posted on /vr/, casting a much needed light on developer attitudes towards the SNES/PSX/N64, but all anybody notices is the potential for a flame war.

>> No.438984

>>438969
It is. Admit that OP was trying to provoke a 5th gen console war.

>> No.438993

>>438984
It seems these days you can't post anything on 4chan that isn't already in the hivemind without being labeled a troll.

>> No.439000

>>438984
And now you are trying to do the same thing

>> No.439101

>>438886
FF12 was a near-perfect PAL port, AFAIK. It was Persona 4 to FFX's Persona 3.

But on the subject of PAL ports, some PAL games from Dreamcast to Xbox 360 offer PAL 60. In PS2's case, this means upping refresh rate to 60Hz while dropping resolution to NTSC. Which when you think about it, isn't exactly a great trade-off in a game like Resident Evil 4, making Pal 50 the much better option.

>> No.439108

>>438930
>memes

shitposting, you mean

>> No.439113

>>438815
It pissed me off that Nintendo used the PAL version of Ocarina of Time to make Master Quest. Those 10 frames per second weren't purely graphical either, since movement was synced to frames.

The marginal slowness just made the game that more aggravating.

>>438984
Nobody here is talking about console wars except people from /v/ trying to stir shit up.

>> No.439190

>>439101

Just so we're clear here: You're saying that Persona 4 had an awful PAL port, right?

>> No.439223

>>439113
You're thinking of the refresh rate. The actual framerate difference was only 3fps, since OoT was locked at 20fps on NTSC. However, your point stands. Wheras Mario 64 ran pretty well on PAL at 25fps versus the 30fps of NTSC, dropping below 20fps for OoT had all sorts of subtle negative effects.

I think it may have just been an oversight. Or maybe no NTSC rom for Master Quest existed. Some hacked the rom to make it run at NTSC speed, and it fixes the issue.

A better solution would have, of course, been a less crappy PAL conversion.

>> No.439251

>>439190
>>Persona 4 awful PAL port?
Not as far as I can tell. While Persona 3 was a horribly chuggy piece of rubbish in the PAL port, Persona 4 PAL runs very well. I haven't played the NTSC and PAL ones side by side, only individually.

>> No.439262

>>439223
>dropping below 20fps for OoT had all sorts of subtle negative effects.
What amused me was that the Master Quest release, since it was on the Gamecube running off an in-house N64 emulator, did stuff the N64 hardware couldn't do. Even then, it chugged in one or two places due to puzzle or enemy placement. There was one particular room in Dodongo's Cavern where there were about 10-15 Armos all together. You could throw a bomb or two into the midst of them and watch them all explode at once, which brings down the FPS even on beefy PCs running emulators (either PJ64 or Dolphin).

>> No.439313
File: 318 KB, 1280x1024, Photo_032413_001.jpg [View same] [iqdb] [saucenao] [google]
439313

And I'm just sitting here gazing at my beautiful Saturn.

Kids...

>> No.439334

>>439251

It runs approximately 16,7% slower, has black bars both top and bottom, character portraits have been lazily squashed together (especially noticeable on guys like Teddie. just look at his outline. the worst part is that if you go into the S-link menu and view character profiles you can see the nice and clean regular portraits), the animated FMVs equally so on top of the audio in them "popping" every few seconds presumably due to them having been lazily converted to the PAL format.

And what do you know? Squeenix was in charge of that one! They did fix one or two typos though and added more items that could be found in the school restroom.

>> No.439361

>>439313
Shame you can only look at it.

>> No.439386

>>439313
The Saturn is indeed underappreciated. However, since we don't have any testimony from developers who worked on games for both the Saturn and, say, N64, it's hard to know how devs felt. Although I believe Factor 5 did refer to the Saturn in one of their interviews.

The Saturn unfortunately died before developers were able to exploit its hardware effectively.

>> No.439462

>>439334
I have to ask if you tested them personally. It's been a long time since I tested the NTSC version, so my recollection is foggy.

AFAIK, only some people experienced popping during FMVs on PAL.

And the PAL resolution problems were caused by using the wrong cable or having a crappy TV, according to some sources. I just can't remember how the NTSC version looked, since it's been 4 years or so.

Yea, so I'm not doubting your story, just whether it happened to everyone.

>> No.439467

>>439386
The Saturn unfortunately died because Sega overcompensated in everything and went full retard by 1993. Their shitty marketing, shitty third-party support, and shitty policy decisions killed it before any devs had a decent chance to get used to it. I bet it would have given the PS1 a run for its money by the end of its life if Sega wasn't so completely fucking retarded.

>> No.439473

As powerful as the N64 was, stretched low-res textures just look awful.

>> No.439481

>>439386
Both the Saturn and the N64 were hard to develop for but for different reasons.

>> No.439497

>>439467
Saturn was doomed from the start because Sega of Japan was sticking so hard to the Megadrive that Sega of America had to come up with the 32X to compete. THEN Sega of Japan announced the Saturn, so everybody lost confidence in Sega. Never mind the bullshit Stolar pulled, basically setting fire to the sinking ship that was the Saturn in the US.

>> No.439513

>>439473
Least those textures are filtered. Pixel textures on the PS1 don't look great either.

>> No.439526

>>439473
In the N64's defense, 2nd/3rd Generation N64 games look much better texture wise. Just compare Ocarina of Time to Majora's Mask, Goldeneye to Perfect Dark, and Mario 64 to Paper Mario.

>> No.439530
File: 353 KB, 1100x1556, bg2008.jpg [View same] [iqdb] [saucenao] [google]
439530

NShittyFour music:
http://www.youtube.com/watch?v=jtkNltbInw8

Saturn music:
http://www.youtube.com/watch?v=2a0RHC1XWk0

>> No.439537
File: 31 KB, 590x432, 20159__590x480_rh2h_re2_both_07.jpg [View same] [iqdb] [saucenao] [google]
439537

>>439513
I prefer it.

>> No.439556

>>439530
>holding on to your console wars almost two decades after the fact
>not enjoying all consoles and vidya heritage
How petty and childish can you get?

>> No.439558

>>439462

Tested on two TVs (both HD flatscreens though) with both component and composite. Same results.

I hardly think that it is even possible for this to be a problem though. If it was, wouldn't the music and audio also play slower (similar to PAL Sonic 1)? Why would the audio only pop during FMVs where whatever codecs used will try to sync it up to the video? Why would the portraits in the S-link menu look completely fine? These things simply can not be related to a simple upscaling or cable issue.

Now if maybe whatever print run my particular copy was part of was bad for some reason? Well, I can't really say much to that I suppose. Feel free to emulate them and compare. I would if I could on this laptop.

>> No.439569

>>439556
>waaaaah someone said something bad bout mah console

>> No.439579

>>439569
>Waaaaah someone is trying to be mature

>> No.439592

>>439537
Please don't use pictures from that amateur website known as Lens of Truth.

Showing polygonal character models is a really lousy way to compare textures.

On that note bilinear filtering (N64) is inherently superior to nearest-point (PSX/Saturn). There's a reason texture filtering was invented.

>> No.439595

>>439556
>implying N64 isn't objectively bad
>somehow a fanboy because I don't like a console for good reason it has no good games and it's not impressive technically either

where did you crawl from?

>> No.439614

>>439595
>it has no good games and it's not impressive technically either
You could say the exact same thing about the Saturn.

>> No.439618
File: 267 KB, 1024x774, sinandpunishment-4.png [View same] [iqdb] [saucenao] [google]
439618

>>439513
>Pixel textures on the PS1 don't look great either.

Yes they do. To me at least. Just as an example, here's what Sin and Punishment looks like when emulated with out the N64's hardware bilinear texture filtering

>> No.439629
File: 505 KB, 1024x772, sinandpunishment-23.png [View same] [iqdb] [saucenao] [google]
439629

>> No.439631

>>439595
The N64 was technically impressive for 1996. This is beyond dispute.

The N64's "Reality Co-Processor" GPU outperforms all PC GPUs prior to the Voodoo which was released 6 months later.

>> No.439632
File: 148 KB, 1024x774, sinandpunishment-7.png [View same] [iqdb] [saucenao] [google]
439632

>> No.439639
File: 217 KB, 1023x771, sinandpunishment-19.png [View same] [iqdb] [saucenao] [google]
439639

>> No.439641

>>439632
Looks like a fucking meth addict.

>> No.439642

>>439631
Ah but if only they'd used CDs, Sony would be a footnote in gaming history

>> No.439651

>>439614
>trying to nitpick on POINT #2

ahhahaha... but it has good games

I JUST SLAMDUNKED YOUR FACE IN, BOZO! BOOMSHAKALAKA!!

>> No.439656

>>439530
>posts Saturn vs N64 music comparision.
>picks N64 game which isn't by Rareware or Nintendo.
>Which explains why the Saturn one is better.

If in doubt, pick a Perfect Dark track. http://youtube.com/watch?v=W63jrJfxR3k&desktop_uri=%2Fwatch%3Fv%3DW63jrJfxR3k

>> No.439668

>>439592
Why should I ignore the fact that character models look blatantly better on the PS1?

>> No.439669

>>439618
Bilinear filtering is ALWAYS a good thing. It can make low-resolution textures look higher-resolution than they are. Excusing the fact that the N64 doesn't render in 1024x744 like that bullshot...

People complaining about blurry N64 textures should see what they would really look like without the bilinear filtering.

>> No.439664

>>439631
Yet the games looked bad even back in the day. Less attractive than most PS1 games. All that disgusting blur on textures and low polys.

>> No.439667

>>439642
With no Square or Enix backing them up, that's a pretty good possibility.

>>439651
That was your entire point, not half of it. And the N64 had far more games than the Saturn, unless you know Japanese and want to import a Japanese console.

>> No.439673
File: 151 KB, 800x600, epsxe2009062422352300.png [View same] [iqdb] [saucenao] [google]
439673

>>439592
>On that note bilinear filtering (N64) is inherently superior to nearest-point (PSX/Saturn).

for big realistic textures maybe. the problem was that neither of the consoles could push textures that large so developers were basically making pixel art for them. and we all know how great filtered pixel art looks

>> No.439692

>>439669
>what they would really look like without the bilinear filtering

but... that's what the pic posted actually shows?

>> No.439703

>>439669
They look awful. No one is saying they shouldn't have been filtered, just that the low-res textures themselves really hurt the graphical capabilities of the N64. Even blurred, the backgrounds in OoT look awful.

>> No.439713

>>439667
>That was your entire point

heh

>present two points in one post
>1. good games
>2. technical proves
>idiot insists it's the one whole point for some reason
>nitpicks
>trying to win some sort of an argument over opinions

/vr/, so mature

>> No.439726

>>Posts Sin & Punishment as example of N64 textures.

Dude. S&P sacrificed not only textures but polygon counts in order to keep a high framerate and have squillions of enemies onscreen at once. The game looks like Metal Gear Solid even with filtering on.

Why not post some Turok 3 screens? Or Majora's Mask? Or Bad Fur Day? We can't post Factor 5 games because we can't emulate them, which is kinda ironic.

>> No.439719

>>439642
>Ah but if only they'd used CDs, Sony would be a footnote in gaming history

Only partially true. Developers went with Sony for the primary reason to escape Nintendo's insane licensing costs (which continued into the early Gamecube era - a console that used discs, mind you).

>>439664
>Less attractive than most PS1 games.

There are no full-3D PS1 games that look better than the top-tier of N64 games. Many PS1 games use pre-rendered 2D backgrounds with 3D character overlayed on top.

>>439668
>Why should I ignore the fact that character models look blatantly better on the PS1?

Only when there was cheating (fixed camera angles like Crash Bandicoot), or pre-rendered 2D backgrounds that didn't offer proper 3D freedom.

Often the PS1 could have higher-polygon counts because the N64 far greater native-fillrate would be consumed trying to correct the sort of problems the PS1 had with 3D graphics (polygons jiggling, textures warping when looked from different angles, unfiltered textures, etc - all of which were non-existent on N64).

>> No.439724

>>439668
c-c-cuz I owned a n64 when I was a kid so it's da best!

>> No.439730

>>439719
Licensing costs and expensive, postage-stamp sized cartridges

>> No.439731

>>439719
>fixed camera angles and pre-rendered 2D-backgrounds are cheating
Wow.

>> No.439732

>>439724
idk about you but my first console was a PS2

>> No.439734

>>439692
If you show that picture with bilinear filtering it will look better.

>> No.439742

>>439719
>There are no full-3D PS1 games that look better than the top-tier of N64 games.

This is your smelly opinion.

ZMany PS1 games use pre-rendered 2D backgrounds with 3D character overlayed on top.

I'm surprised you don't claim some ridiculous amount here like half. Would fit considered how half-baked and heavily biased and childhood-nostalgia glazed your opinions on the matter are.

>> No.439748

>>439732
Reported for underage

>> No.439754

>>439742
oh no my meme arrow broke *sad face*

>> No.439756

>>OP quotes actual developer saying carts made the N64 better than CD based systems and it allowed for better games.
>>Anons still insist CDs would have been better.

>> No.439768

>>439756
>stop arguing with devs, they know what's best for everyone!

>> No.439763

>>439642
After they booted out Philips and Sony for the CD addon?
Nintendo later probably got so butthard that they even dismissed the Philips Zelda games.

>> No.439765

>>439731
Both of those things are limiting factors when creating 3D games. There's a reason why there are no games like Ocarina of Time or Majora's Mask on PS1 - the system can't handle them.

Hyrule Field would be impossible on PS1 for two reasons - the console lacks mipmapping so the long draw distance could not be done. The second reason is that the PS1 does not have enough RAM to store the entire Hyrule Field mesh - the N64 having a cartridge allowed higher quality sections of the mesh to be quickly streamed in as you approached them.

>> No.439769

>>439734

http://www.youtube.com/watch?v=UG7w77cF-DE

I guess that's simply where we don't agree?

>> No.439772

>>439756
If you interviewed guys from Square or Namco or whatever, I'm sure they would have said CDs are better

>> No.439776

>>439763
Good reason for that.

>> No.439779

>>439742
>This is your smelly opinion.

No, this is a fairly objective statement of fact. I'm waiting to here what full-3D PS1 games look better than the likes of Banjo Kazooie, Perfect Dark, and Conker's Bad Fur Day.

>> No.439782

>>439765
Saturn probably could have done it ;)

>> No.439786
File: 248 KB, 449x500, Psw8Ex5.png [View same] [iqdb] [saucenao] [google]
439786

>>439754

>> No.439789

>>439782
satrunfag pls

>> No.439791

>>439769
>http://www.youtube.com/watch?v=UG7w77cF-DE

So we're comparing a badly emulated version of Sin and Punishment in a 380p video to a high quality 1024x772 bullshot? Righto.

>> No.439797

>>439782
>>439789
As I understand it, the main issue with the PS1 was that it only had 1MB of (non-expandable) VRAM. The other two 5th gen consoles both had memory expander cards.

>> No.439804

>>439779
>No, this is a fairly objective statement of fact

And this confirms my doubts. Have a good day... guy.

>> No.439806
File: 57 KB, 504x379, vagrant_story_thumb.jpg [View same] [iqdb] [saucenao] [google]
439806

>>439779
Even with polygon jiggling, Vagrant Story is aesthetically superior to all 3 games you mentioned.

>> No.439809

>>438201
RIP. I loved Rogue Squadron.

>> No.439813

>>439772
Minor flaw in your logic. Factor 5 were also a PSX developer. So why would they blindly believe the N64 was better when they'd worked intimately on the PSX? In fact, doing pioneering FMV work on the system?

If Factor 5 say the N64's storage format was a positive thing, doesn't that count for something?

>> No.439815

Trying to argue that OOT wasn't possible on the PS1 is a weak argument because you could then argue that there are a lot of PS1 games which aren't possible on the N64. Or that the Saturn did 2D games better than both of them.

>> No.439816

>>439779
Ape Escape.

>> No.439824

>>439815
>Or that the Saturn did 2D games better than both of them.
That's only because both Nintendo and Sony pretty much outright forbid devs from making 2D games, while Sega was willing to take whatever it could get.

>> No.439830

>>439804
Thank goodness. The last thing I want to do is argue with somebody who stamps their foot down like a child to asset their opinion and doesn't offer a shred of evidence or coherent argument.

>>439806
Maybe the art-style is better, but it is technically no match for any of those games.

>> No.439831

>>439824
Partially true but it was also for technical reasons. Saturn has proper 2D/sprite support while the other two can only fudge it by putting flat textures over top of polygons.

>> No.439834

Look at everyone bitching and ignoring the fucking articles in the OP.

>> No.439846

>>439834
Yeah. And?

>> No.439843

>>439834
Shut up, OP, and stop guzzling down the words of one developer as the word of god when clearly the majority of other developers disagreed.

>> No.439849

>>439815
Resident Evil 2 showed there was very little the PSX did which the N64 couldn't replicate.

And why isn't anyone posting GOOD N64 screenshots? Stuff which shows off the N64's superior lighting effects, for example.

Or, you know, something from Rareware.

>> No.439859

>>439815
>Trying to argue that OOT wasn't possible on the PS1 is a weak argument because you could then argue that there are a lot of PS1 games which aren't possible on the N64.

If you hooked a CD-drive to an N64 it could do everything the PS1 could do - and better.

On the other hand, you'd need to completely change the CPU and GPU of the PS1 for it to rival the N64's horsepower.

>Or that the Saturn did 2D games better than both of them.

Aside from storage space issues, the N64 could do 2D better than the Saturn as well. It's just that there were so few 2D games on N64 nobody was able to really prove it.

>>439816
Ape Escape looked pretty alright, but even the oldest of the three - Banjo Kazooie, has much better graphics.

>> No.439862

>>439830
>game looks better
>doesn't have as many polygons or draw distance
>is graphically inferior
So we only care about numbers? Good talking to you.

>> No.439864 [DELETED] 

ITT: People who still believe the technically superior system wins a console generation

If that were so, why does the NES have 8x the games of the Saturn

>> No.439868

>>439859
oh please, n64 fanboy

>> No.439873

>>439849
see
>>439537
And note that N64 port was released almost two years later and still looked worse.

>> No.439880

>>439779
Omega Boost looked pretty damn nice.
http://www.youtube.com/watch?v=Om0zImeTFpc

>> No.439882

>>439873
>worse
Not really, no.

>> No.439883

>>439859
>If you hooked a CD-drive to an N64 it could do everything the PS1 could do - and better
Absolutely so. It had tremendous potential if Nintendo weren't completely yogurt-heads. As it were, the console ended up a huge design clusterfuck.

>> No.439894

>>439843
Oh, dear, another person who thinks the N64 only had 20 games by 3 different developers.

The N64 had games by a wide swathe of developers. The fact Rareware's were best was because, as Factor 5 explained, Rareware gathered the best devs in Europe, leaving B-teams and lesser companies in their wake.

>> No.439901

ITT: People who believe the superior hardware wins a console generation

Disproven by the fact that the NES has 8x the game library of the SMS

>> No.439912

>>439894
>Oh, dear, another person who thinks the N64 only had 20 games by 3 different developers
That was pretty much all the worthwhile games on there unless you want to play Elmo's Letter Adventure

>> No.439916

>>439864
Uh...NES and Saturn weren't in the same console generation.

>> No.439917

>>439912
Midway and Activision released some good games too.

>> No.439918

>>439901
This guy gets it.

It's interesting to discuss the technical stuff but it doesn't determine the overal quality of a system.

>> No.439920

>>439862
We're talking about technical specifications here (something objective) rather than art-style preferences (something subjective) which I'd rather not spend hours arguing about.

If Vagrant Story was on N64 there's no question that the graphics would look far better.

>> No.439923

>>439101
PAL is completely unacceptable for games running at 50fps, because PAL is intolerably flickery on a CRT or CRT-style display. But at lower framerates this isn't a problem, because the motion quality will be shit no matter what so you might as well run them on an LCD.

>> No.439924

>>439901
I see what you did there

>> No.439928

>>439912
Elmo's Letter Adventure was a multiplat, so you didn't even have to buy an N64 to play it!

CHECKMATE, ATHIESTS.

>> No.439936
File: 199 KB, 1277x480, ape escape banjo kazooie.jpg [View same] [iqdb] [saucenao] [google]
439936

>>439859
I don't that's true at all.

>> No.439957

>>439920
>If Vagrant Story was on N64 there's no question that the graphics would look far better.
With tiny low-res textures blurred to hell? Not at all.

>> No.439964

>>439901
Master System is actually about the same as the NES. Better color but worse sound so it balances out.

>> No.439970

Cool I can share some awesome N64 music I lo-
>devolved into shitty console wars
fuck you guys

>> No.439989

>>439936
The picture on the right lacks definition (symptom of a low resolution perhaps?) and the draw distance looks quite poor.

The irony is that PS1 games actually look better in screenshots than they really are because you can't see the jiggling polygons and texture warping in stills.

>>439957
The N64's only weakness (the texture cache) would be offset by having an advantage in every other possible area. Also the texture issue is slightly exaggerated. The PS1's textures are fairly low resolution as well.

>> No.440009

>>439901
Dreamcast is 10x the console the N64/PS1 are yet it was largely a flop

>> No.440016

>>440009
It was also supposed to compete with the gen after the PSX/N64.

>> No.440018

>>439830
>Maybe the art-style is better

>man wearing a halter top and assless chaps-shorts

>better

no, that looks like shit

>> No.440024

As far as audio, xenogears, ff7, ,nitrous oxide even parappa alone proves audio on psx is superior. However the artist plays the most crucial role in good audio and really the best composer did their work on psx games

>> No.440028

"Boo, hoo, the N64 had 64MB games."
"Each game was practically ram. Theoretically, a 32MB game gave the N64 32MB of additional ram."

Why is everyone ignoring that all the best N64 games streamed data in real time instead of keeping it in memory? You cannot do that with a CD. Simple. Factor 5 explained this. Nobody is paying attention.

And N64 lovers, post better screenshots. How about Mission Impossible N64 vs Mission Impossible PSX?

And where are the Perfect Dark screenshots? That game had possibly the crispest textures of any non-Factor 5 game.

>> No.440034

>>439970
>devolved
Heh, read the OP
>You've got these wonderful [PSX] Redbook soundtracks and they all sound professional, but switch off the game and you've forgotten them.
Funneh ain't it?

>> No.440043

>>439989
>The N64's only weakness (the texture cache) would be offset by having an advantage in every other possible area

>extremely limited storage space
>weak music because no CD audio
>some pretty severe system bottlenecks
>overall a bitch to program
>expensive as fuck cartridges

That's a lot more weaknesses than just one. But ok, it had no load times and memory expandibility, so...

>> No.440046

>>440028
I'd love to post screenshots but there are too many emulation bullshots for both consoles floating around online.

>> No.440057

>>440034
It's an interview quote, it just means that the guy at Factor 5 liked one thing over another.

Fuck you guys just take one statement and turn it into a goddamn warzone.

>> No.440067

>>438697
I always thought OoT was kinda choppy. Majora's Mask was a lot better in that regard

Maybe it's because I'm EuroPAL

>> No.440069

>>440057
>Fuck you guys just take one statement and turn it into a goddamn warzone.
Welcome to 4chan.

>> No.440072

Ah the old N64 vs PS1 argument

PS1 came out late 94, N64 mid 96, no shit N64 was stronger

At the time Quake was all the rage graphics wise anyway, Unreal made consoles look like a joke

>> No.440074

>>440043
>extremely limited storage space

Not an issue with 3D rendering. 64MB of memory is plenty enough for a variety of textures in a 5th generation game. It's only an issue when it comes to FMV and audio.

>weak music because no CD audio

No, not weak music. It just means you have to sequence the music instead of having redbook audio. All the Final Fantasy games on PS1 had sequenced music. And not too many of the samples instruments used were very high quality either (particularly FF7 with its SNES-esque soundfont). Factor 5 actually argue in OPs posts that redbook audio made developers lazy and the music actually sounded worse overall.

>some pretty severe system bottlenecks

Just the texture cache, really. The RAM had an insanely high latency, but the bandwidth was also incredibly good as compensation so it evened out.

>overall a bitch to program

Only in the first few years due to a lack of documentation. Saturn had the same issue.

>expensive as fuck cartridges

Price shouldn't even enter our technical discussion.

>> No.440079

>>439989

No, the N64 was also less capable than the PS1 at raw poly count also. Its only real strength was the texture filtering that avoided making everything look like warped shit (for the most part).

>> No.440096

The #1 question that Nintenyearolds can't answer:

If cartridges are better, then why did they totally vanish except in handhelds after the 5th gen?

>> No.440108

>>440057
Read the darn interview. He explains the problem with both N64 and PSX music as overemphasis on graphics, N64 using CPU to handle music, and PSX developers creating lazy soundtracks using the plentiful storage of CD.

And as for emulation, you HAVE to emulate the game to remove texture filtering. (Use Glide64) in order to show side by side with PSX screenshots.

OP clearly doesn't want console war.

>> No.440109

>>440096
Because CDs have higher data capacity. Duh.

>> No.440110

>>440096
Because it'd be impractical

>> No.440119

>>440096
Because the companies want to cut costs and optical media is dirt cheap compared to any cartridge or even solid state/SD solution.

Honestly it's a shame console don't go back to using "cartridges" even if it's just a SD card in a case or something.

>> No.440125

>>440079
that is true. N64 can move 160,000 polygons vs PS1's 360,000. Saturn I think was like 500,000 (dat dual CPU power). Certainly its Resident Evil looks worlds better than on the other two consoles.

>> No.440136

>>440096
Even Nintendo doesn't use carts anymore

>> No.440140

>>440119
That's essentially what the 3DS and Vita are doing right now.

>> No.440143

>>440108
>and PSX developers creating lazy soundtracks using the plentiful storage of CD.

>he thinks Square didn't have memorable soundtracks

>> No.440147

>>440079
>No, the N64 was also less capable than the PS1 at raw poly count also

Incorrect. The N64 had a far higher raw poly count than the PS1. The issue was that the N64's fill-rate would be consumed trying to correct the 3D rendering by using an overly accurate setting (using the ironically named Fast3D microcode).

Nintendo forbade anybody using the Turbo3D microcode, which would have created low-accuracy PS1-style rendering (but with 3x the poly count of the PS1!).

>> No.440148

>>438532
That's not even remotely true, and even if that was true, the input lag would at least noticeable.

>> No.440153

>>440096
Because carts are prohibitively expensive and solid-state media didn't catch up to optical media in terms of storage space/price until about 2007ish.

Now things are just direct digital downloads.

>> No.440158

>>440143
Square wasn't the only company developing for the PSX.

>> No.440164

>>440147
That was true. Nintendo had an obsession at that time with trying to make smooth as possible graphics and they refused to approve games that didn't meet their standards. They could have had a lot more polygons, but at lower resolutions.

>> No.440170

>>440158
No but Nintendo and Rareware were the only relevant devs for the N64 ;)

>> No.440176

>>440164
Didn't Factor 5 have to beg them to use 480i mode?

>> No.440179

>>440096
Expense.
Trends.
And why do you think your PS3/Xbox 360 installs some games to the HDD? Because discs simply don't read fast enough. A HDD is nowhere near as good as solid state memory, but it matters.
It's a tradeoff between fast access speeds and capacity.
Don't you just love load breaks?

>> No.440180

>>440170
How is that relevant to the conversation?

>> No.440181

>>440143
Chrono Trigger has awesome music, and that's on a SNES cartridge.

>> No.440183

>>440170
Only 2 devs. Pretty sad.

>> No.440184

>>440096
CDs held WAY more data and were cheaper to make, plus optical drives were only getting faster and faster as the years went on.

Though flash memory is once again pushing ahead with most handheld games being sold on cards, it is possible that home consoles might soon start doing the same.

During the 90s, it was debatable that the technology was still too new. There were plenty of issues the CD had that cartridges didn't, but what's more is that no console could even come close to rendering anything that would require a lot of space. Most of that shit was taken up by music and FMVs.

>> No.440189

My uncle used to program NES games. He said Nintendo's documentation was ass and hard to read since it was translated from Japanese. Of course the console was not that hard to figure out as he'd already done Apple II programming (both 6502 machines)

>> No.440197

>>440184
Nintendo had a very conservative design philosophy and didn't believe CDs were then mature enough to risk using. Also they were afraid of piracy and that little kids would drop and break discs.

>> No.440203

>>440176
Yes they did, but they had to guarantee Nintendo that they would keep bilinear filtering and perspective correction enabled (together with some sort of Z-buffering). These graphical standards were non-negotiable with Nintendo.

Factor 5 had to program one hell of a custom microcode to make it all work. That's why their games can't be emulated - nobody knows how to replicate kind of wizardly they pulled off.

>> No.440204

>>440197
>that little kids would drop and break discs.
This is a very real thing to be afraid of.

>> No.440219

>>440197
>Also they were afraid of piracy
Dreamcast dropped the ball on that one, hilariously enough.

>that little kids would drop and break discs.
Which reminds me of all the "my console tipped over while the disc was revved up and now the game is unusable" problems that the PS2, 360 and Wii had. I didn't hear too many of those issues for the PS3, GC, or Xbox since the PS3 and GC had different loading mechanisms (and were sturdy as hell) and since nobody in their right mind put their Xbox in a vertical orientation.

>> No.440242

>>440143
Read.
The.
Damn.
N64 Music Interview.

The Factor 5 guy specifically mentions PSX devs doing good work with red book. But you obviously didn't bother to read it.

>> No.440248
File: 314 KB, 999x933, Eiji-Aonuma.jpg [View same] [iqdb] [saucenao] [google]
440248

>tfw my ancestors in 500 years time will still be able to enjoy playing my N64 games because ROM chips have an indefinite lifespan

>All the chemicals that make up CDs will have expired a long time ago

>> No.440253

>>440248
and by ancestors i meant descendants

>> No.440263
File: 1.63 MB, 178x128, 1359717258740.gif [View same] [iqdb] [saucenao] [google]
440263

>>440248
>ROM chips have an indefinite lifespan

>> No.440283

>>440248
>implying it's hard to manufacture a CD

Also

>my ancestors
>500 years in the future
Wut?

>> No.440290

>>440263
Best trick ever.

>> No.440292

>>440253
>implying you'll ever breed

>> No.440296

>>440248
>ROM chips have an indefinite lifespan
h-h-h-here I go

>> No.440320

>>440183
Actually, there was a long list of developers who made games for the N64.

Ocean.
Konami.
Natsume.
Capcom.
Acclaim.
Activision.
And a bunch of others I can't recall at 4:50AM.

But since nobody in the gaming industry were making games as good as Rareware's, many amazing N64 games got heavily overshadowed.

>> No.440330

>tfw nobody will be able to watch based 90s cartoons in 500 years because all VHS tapes will have crumbled to dust

;_;

>> No.440339

>>440248
Mask roms last a very long time. Probably thousands of years.
Eeproms and flash last a few decades.

>> No.440349

>>440170
Only good N64 dev was Treasure.

>> No.440384

>>440330
">tfw nobody will be able to perform Shakespeare plays in 500 years because the ink and paper on the manuscripts will have crumbled to dust"

-- Some faggot, 1592

>> No.440394

>>440140
and still not a single home console is doing it

>> No.440406

>>440384
>he thinks Shakespeare is the same thing as some shitty cartoon like Cow and Chicken

>> No.440410

>>440203
CEN64 will emulate RS1

Dolphin probably won't emulate RS2/3 for a while

>> No.440424

>>440406
Someone somewhere has a videotape saved on their hard drive somehow.
This is why peer to peer filesharing is a good thing. Best possible archival ever.

>> No.440434

>>440406
Not everyone liked his shit back in the day. A lot of people derided those plays as appealing to the lowest common denominator. I know that Voltaire (admittedly almost 200 years after Shakespeare) raged against them.

>> No.440475
File: 12 KB, 400x141, 400px-Perspective_correct_texture_mapping.jpg [View same] [iqdb] [saucenao] [google]
440475

>>438247
>How textures sometimes shift around

That's actually due to the PSX's missing perspective correction when doing texturing.

>> No.440541

>>440434
Maybe, but it's no doubt that a lot of things will be completely forgotten.

I mean, imagine how many obscure plays have been lost over all these years, and how many of those plays might've been absolutely amazing? Even someone's magnum opus? It's a depressing thought that we'll never know, and an even more depressing thought that the things we love now will also likely be forgotten with time.

At least I won't live to see it happen.

>> No.440692

>>440541

Ultimately nothing matters and you'll be lucky to get a footnote in future history books as part of a culture known as "gamers". So just enjoy it while you can and try not to worry about what happens after you die.

>> No.440717

>>440394
Because all of them save the Wii U were made before flash memory caught up with disks in affordability.

>> No.440971

>>440541
>It's a depressing thought that we'll never know, and an even more depressing thought that the things we love now will also likely be forgotten with time

But you cannot know for sure what gets forgotten and what isn't.

>> No.441705
File: 8 KB, 239x160, images.jpg [View same] [iqdb] [saucenao] [google]
441705

This is why this blatant match-in-a-gas-tank kind of shit should be banned from even being brought up on /vr/.

Keep this kiddie shit on /v/ with all the other fuckholes that wanna sit around and bang their heads together over which console is better.

You like Saturn? Keep that shit up.
You like N64? Right on man.
You like PSX? Awesome.

Just because you think a console is better doesn't mean we have to start the goddamn Scopes Monkey Trial and make everyone think like you do. Some people like other shit, it works for them.

Let it fucking be and quit arguing like a bunch of dick-slapping kumquats.

>> No.441753
File: 87 KB, 320x237, hot.png [View same] [iqdb] [saucenao] [google]
441753

>>440046
With a Gameshark Pro and parallel cable connected to my PC, I can take screen shots running on the actual console.

>> No.443316

It's remarkable how anything which uses actual data and developer interviews in an attempt to put the PSX/N64 on relatively equal footing instead of fanboism is seen as all-out war on the PSX.

This thread is about the N64. Not the PSX. Nothing in the OP says "PSX is shit."

>> No.443410

>>443316

I can't believe that people have continued to blatantly mispell "fanboy" th entire thread ever since one faggot got it wrong.

>> No.443632

>>443410
All three instances of the word were by me. I like Italian-style word endings. And you don't put "y" before "ism".

On a more positive note, these articles will be useful anytime we're trying to have a sensible debate over the N64 and its games and some shitposter comes along. Although said shitposters have clearly demostrated in this thread that they don't give a shit about facts, since they don't even bother the read the articles before mouthing off.

>> No.444294

The Dreamcast had half the RAM of the PS2. (16/32) but twice the video memory. (8/4)

If we're going to evaluate consoles entirely based on whether they can desplay high resolution textures, the Dreamcast was objectively a better console than the PS2. But a system's hardware is more nuanced than fanatical fans want to discuss. I'd like to think /vr/ is mature enough to discuss this stuff.

>> No.444321

>>438685

Don't forget Star Fox 64

>> No.445110
File: 289 KB, 856x480, Glide64_Perfect_Dark_18.png [View same] [iqdb] [saucenao] [google]
445110

This is the sort of thing which people should be using as an N64 texture reference point.

>> No.445134
File: 34 KB, 854x454, Glide64_Turok_3;_Shadow_of_O_07.png [View same] [iqdb] [saucenao] [google]
445134

Turok 3 is a good example of character textures. (Unfiltered)

>> No.445147
File: 85 KB, 854x454, Glide64_Turok_3;_Shadow_of_O_02.png [View same] [iqdb] [saucenao] [google]
445147

Though not all were made equal.

>> No.445174
File: 2.12 MB, 360x213, 1363984118114.gif [View same] [iqdb] [saucenao] [google]
445174

>>439882
>lower fidelity pre-rendered backdrops
>less detailed textures
>stretched or MISSING textures at places
>shit fire effects
>shit FMVs
>not worse
k

>> No.445180

>>438261

Rogue Squadron was the best dog fighter of the gen.

Nigger.

>> No.445198

>>444294

If a thread somehow manages to attract the attention of /v/ maturity goes right out the window.

>> No.445207

>>437661
Stoped reading after:

>hurr, don't have to deal with CDs!

That right there spells moron to me. A fuckton of devs jumped ship from Nintendo to Sony because CDs were a better format. Period.

His whole opinion seems based on his being a massive nintendo fanboy and fearing change, so yeah. Great article OP. Very informative...

If you interviewed the same guy now, he'd probably tell you the Wii U is better because of the touchpad, and bash the PS4 for being superrior in almost all ways imaginable. So you haven't exactly swayed me with this. At all.

Tell me when you have an interview with Hideo Kojima where he says that he only made PS1 games because it was a more popular platform and he thinks the N64 was just better in every regard, and I MIGHT take your BS seriously.

>> No.445214

>>445207

They stated the advantage it had. READ!

You could get an increase in RAM from the cartridge.

Fucking hell.

>> No.445242

>>445207
>>fuckton of devs

Define fuckton. Most Japanese and British devs made an N64 game or two.

Square doesn't matter. Accept this.

>> No.445534

>>445242
Let's get one damn thing straight. Square didn't stop making Nintendo games on account of the N64 hardware.

They stopped making them because Sony forbade them making non-Sony games as part of their contract. They didn't find a workaround until the Gamecube.

"The Game Designers Studio, Inc. (株式会社ゲームデザイナーズ・スタジオ kabushiki-gaisha geimudezainaazu sutajio?) was a shell corporation founded by Square to create video games for the Nintendo GameCube, even though Square had an exclusive deal with Sony Computer Entertainment to create games only for PlayStation consoles. To evade that deal, Square held only 49% of the shares while Akitoshi Kawazu, head of Square's Product Development Division-2, held 51%. The formation of a new company also made it possible to take advantage of Nintendo’s Q fund for new game developers who develop for GameCube. Game Designers Studio only released a single game, Final Fantasy Crystal Chronicles. Final Fantasy Crystal Chronicles was de facto developed by Square Enix's Product Development Division-2. Publishing was done by Nintendo."

So everyone saying that Square "abandoned" Nintendo are blowing hot air out their arses. Do some basic research first.

>> No.445565

>>445534
I thought it was because Enix merged with Square, which reduced the proportional stake that Sony had in the company

>> No.445601

>>445565
It's no different to when Rareware signed a deal with Microsoft which included a ban on non-Xbox games. People don't seem to understand that signing an exclusivity contract and "hating the Nintendo 64" are entirely different things.

After all, Halo was originally a PS2\Xbox game before Microsoft took control and made it an exclusive - this made PS2\Xbox rivalry a rather laughable exercise.

>> No.445617

>>445601
Did they sign it in return for the marketing of Final Fantasy VII? I remember Sony spent a shit ton of money advertising that game.

>> No.445642
File: 27 KB, 512x240, missionimpossible-comp3-psx.png [View same] [iqdb] [saucenao] [google]
445642

resolution differs, but here is PSX Mission Impossible.

>> No.445646
File: 225 KB, 640x480, missionimpossible-comp3-n64.png [View same] [iqdb] [saucenao] [google]
445646

And here is N64 Mission Impossible.

>> No.445660

>>445617
>Did they sign it in return for the marketing of Final Fantasy VII?
I believe it involved FFVII, yes. Sony used it as a massive title to push the PSX internationally. A very cunning move designed to undercut the N64 by showing lots of FMV instead of actual graphics.

>> No.445678

>>445617
Seriously, this was the trailer.
http://www.youtube.com/watch?v=Ru9zzFEdGWk
There isn't a single piece of the actual FFVII game in that trailer. It's just FMV, something the N64 was poor at.

>> No.445687

>>445660
Of course FF VII would have been totally impossible on the N64's miniscule cartridges.

>> No.445712

>>445687
>Of course FF VII would have been totally impossible on the N64's miniscule cartridges.
Actually, the game itself could have theoretically fit. The FMV was the issue. The N64 was much better at using compression than the PSX.

A lack of FMV drove N64 devs to create more dynamic gameplay and focus on real-time cutscenes.

>> No.445726

>>445712
Oh look, another uninformed Nintenyearold who thinks that PSX games are like 20MB of code and like 100GB of FMV

>> No.445750

>>445687
>Of course FF VII would have been totally impossible on the N64's miniscule cartridges.
Remove FMV and the game compressed down to about 120MB. 2 N64 cartridges could have easily contained the whole game.

But it's kinda moot since an N64 FFVII would have used 3D instead of prerendering. No sane developer wasted the N64's capabilities on prerendered stuff.

It's notable that the N64 game with noticable load breaks are usually PSX ports.

But once again, the PSX wasn't a bad console. The N64 was just way better than people give it credit.

>> No.445754

>>445726
Actually there is some truth in that. If you strip away all the FMV from Final Fantasy VII, the data from all three discs (after removing duplicate data) adds up to 120MB.

Two 64MB cartridges or one 128MB cartridge would have done a straight port. If you recreated all of the games graphics in 3D instead of using pre-rendered backgrounds, it would be closer to about 40MB.

>> No.445760

>>445726
>Oh look, another uninformed Nintenyearold who thinks that PSX games are like 20MB of code and like 100GB of FMV
Actually, it's been shown that FFVII can theoretically be compressed down to 200MB including all the FMVs. Notable, FFVII used uncompressed textures.

>> No.445762

>>445726
The code itself takes up way less than 20MB I assure you. The data and the textures are what send it sky high.

>> No.445771

>>437661
Good lord OP. I could already tell by the infantile tone of your post that this stuff would be pretty hard to take seriously, but these interviews are from 1998 and 2000, DURING the system's lifecycle? You don't think those conclusions were just a wee bit premature, or subject to bias given the fact the dev being interviewed was making games for N64 at the time? What do you expect him to say? "Yeah, we chose an inferior platform. Who knew!"

>> No.445775

>>445754
This guy is getting dumber with every post

>Two 64MB cartridges

You can't swap cartridges like on a CD, silly.

>or one 128MB cartridge would have done a straight port

Not cost effective. The game would have sold for like $130 or something.

>> No.445776

>>445762
>The data and the textures are what send it sky high.
And the N64 could perform compression techniques the PSX was incapable of.

Just a reminder - someone once made a NES port of FFVII which included a large chunk of the game. Yes, it was crap, and nothing like FFVII. But the fact remains.

>> No.445791

>>445775
>You can't swap cartridges like on a CD, silly.
Actually, you can. Rareware intended to do this at one stage, and the hardware supports external memory cards.

>>Not cost effective. The game would have sold for like $130 or something.
Beside the point. If they pushed really hard, they could have found ways to fit it into 64MB, anyway. The Resident Evil 2 team managed.

>> No.445805

>>445771
>"Yeah, we chose an inferior platform. Who knew!"
You evidently failed to notice the blindingly obvious fact Factor 5 were also PSX developers who designed very advanced FMV tech for the console.

>> No.445813

>>445775
>You can't swap cartridges like on a CD, silly.

Controller Pak for game saves.

>Not cost effective. The game would have sold for like $130 or something.

Hence why it would have been better to recreate the game's locations in full 3D rather than use pre-rendered 2D backgrounds. Of course, doing them like that on the PS1 would look shit, but with the extra power of the N64 (think Ocarina of Time) it would have looked great and made for a better game (you can explore every nook and cranny of a town).

Final Fantasy VII was only made on PS1 because Square were addicted to their FMV movies, and continue to be addicted as the gameplay slowly goes down the toilet.

>> No.445821

>>439673
Finally somebody who knows what they're talking about.

Anybody feel free to take a look at Animal Crossing on N64 and say texture filtering was an improvement.

>> No.445826

>>445813
>think Ocarina of Time
Forget OoT. Look at Majora's Mask, which solved OoT's crummy backdrops issue.

Why do PSX fans get so pissy over this? We're just pointing out how the N64 was not an inferior console. We're not the ones trying to drag down the PSX.

>> No.445827

>>445791
>Actually, you can

Hmmno you can't. No cartridge-based architecture works that way.

>Beside the point. If they pushed really hard, they could have found ways to fit it into 64MB, anyway

64MB carts didn't appear until the end of the N64's lifespan and there were only a couple of those which also weren't cheap. And even then it's still a mere 10% of the capacity of a CD (which also costs you only 55 cents a piece)

>> No.445848

>>439742
the PS1 has no Z buffer, the N64 can do real 3D.

Do the math

>> No.445868

>>445827
>Hmmno you can't. No cartridge-based architecture works that way.
Can so. Do your research. Rareware's Stop 'n' Swop was meant to use the N64's 10 second RAM life after switching off to shift data from one game to another.

And memory cards. Seriously.

>> No.445884
File: 20 KB, 500x355, 1332138855194.jpg [View same] [iqdb] [saucenao] [google]
445884

>tfw Jurassic Park for the SNES had better music than anything on either N64 or PSX

>> No.445889
File: 13 KB, 300x200, Paris_Tuileries_Garden_Facepalm_statue.jpg [View same] [iqdb] [saucenao] [google]
445889

>>445813
>Controller Pak for game saves

just stop, you're making my head hurt with your total stupidity

*sigh* Lemme explain carefully. You can not swap a cartridge because that's where all your game code is. No cartridge=no game.

It doesn't work like that on CD architectures because the code is loaded in RAM and stays there while you swap the disc.

>Hence why it would have been better to recreate the game's locations in full 3D rather than use pre-rendered 2D backgrounds

Would have looked like ass and still not fit into 64MB. Nintendo at that time was extremely picky about games looking as smooth as possible and wouldn't approve ones that didn't meet this requirement.

>> No.445904

>>445805
I'm not going to try to infer psychological analyses from a decade old article, but the interview was done for IGN64.com during the console and the developer's product life. You honestly don't think devs tailor their message?

>> No.445931

>>445889
He also overlooks the point that two carts for a game would have been, well, expensive. Even worse than the games already were.

>> No.445934

>>445848
The Z-buffer is supposedly why N64 got such a good port of San Francisco Rush while the PS version was remade into a pile of garbage that coincidentally resembled the source material. N64 could do floating point math that PS couldn't.

I find it really impossible to believe a better dev couldn't have done a successful port or rebuild of the game for PS though.

>> No.445942

>>445889
>*sigh* Lemme explain carefully. You can not swap a cartridge because that's where all your game code is. No cartridge=no game.
Pretty much every game console can execute from RAM. If a game is designed to allow cart swapping, it's possible.

>> No.445956

>>445942

Demonstrate it.

>> No.445961

>>445889
>*sigh* Lemme explain carefully. You can not swap a cartridge because that's where all your game code is. No cartridge=no game.
RESEARCH THE N64. IT COULD DO IT.

>> No.445967

Fact: N64, Playstation and Saturn were all woefully underpowered for the kind of 3D games the industry was transitioning to at the time of their release.

End of thread.

>> No.445970

>>445956
>Save game cart 1 to memory card.
>shut down.
>Insert cart 2.
>Load from memory card.
>Simple.

Was never done, but N64 specs allowed it.

>> No.445974

>>445889
>*sigh* Lemme explain carefully. You can not swap a cartridge because that's where all your game code is. No cartridge=no game.

You do know that the Controller Pak is a memory card right?

1. "End of Cartridge 1"
2. Save to Controller Pak? Y/N
3. Turn off N64
4. Remove Cartridge 1
5. Insert Cartridge 2
6. Turn on N64
7. Your save file loads from Controller Pak
8. "Welcome to Cartridge 2!"

>Would have looked like ass and still not fit into 64MB. Nintendo at that time was extremely picky about games looking as smooth as possible and wouldn't approve ones that didn't meet this requirement.

It would have easily fitted into 64MB. 3D environments don't take up much space. That's why you can fit all the big worlds of Mario 64 into 8MB.

>> No.445982

Here is a local craigslist post. Should I bite?

N64 Console (Great Shape)

2 Controllers (Black and Grey, Great Shape)

A/V and Power Supply Cords

Memory Card Plus

3 Games (Some Madden game, One game I can't identify, and Star Wars Shadows of the Empire)

$75... should I barter down?

>> No.445984

>>445904
>You honestly don't think devs tailor their message?
There isn't a scrap of anti-PSX bias in those articles. FACTOR 5 WERE A VERY GOOD PSX DEVELOPER, TOO! WHY IS EVERYONE IGNORING THIS!

>> No.445995

>>445942
Confirmed for knowing shit how cartridge architectures work. They don't load code into RAM, instead the ROM simply maps into the CPU address space. RAM is only used for the video buffer and game variables.

The PS1 and Saturn both have 2MB of main RAM where game code is loaded into.

>> No.445996

>>445956
How?

I don't have the hardware to write cartridges right now.

>> No.446008

>>445970
not guy you're arguing with but what you can do on paper and in practice are two different things

>> No.446016

>>445974
>It would have easily fitted into 64MB

But see >>445827

>> No.446017

>>445984
I never said there was. Trumpeting their own N64 products doesn't even imply bashing the PS. You (or someone) just said it yourself, they were also a PS dev. Of course they're not going to knock their own shit. But they're going to promote each product to its respective audience. Even if the promotion only amounts to "yeah we made a game with a high camera angle so the field of view is short."

>> No.446020

Weren't they going to make a disk drive for the N64 but it never got released?

>> No.446032

>>446020
64DD. It was released in Japan.

>> No.446040

>>445995
They TYPICALLY do not load code into RAM. It's entirely POSSIBLE to load code into RAM and execute there.

I've been ass-deep in the Neo-Geo for the last 4 weeks. Don't fucking tell me how cartridge systems do or do not work.

>> No.446046

>>446032
That thing wasn't a CD drive, it was a glorified floppy disk and still limited to 64MB

>> No.446052

>>446040
>It's entirely POSSIBLE to load code into RAM and execute there

Which games did this?

>> No.446058

>>446016
I think you could probably get away with a 40MB cartridge, but in any case, the consumer would have been happy to pay a little extra for such a big game like Final Fantasy VII.

There were plenty of jumbo-sized games on SNES and Genesis that people happily paid more for. Strider on Genesis was like $90 on release for a MASSIVE 1MB cartridge.

>> No.446064

>>446052
I don't know the specifics in the N64's case.

I know that it was common on the Sega 32X to have at least one of the CPUs running from work RAM so that you weren't contending with the other CPUs for the cart bus. The SH2s were seriously bottlenecked if you left them executing from ROM.

>> No.446067

>>446052
Stop N' Swap

>> No.446082

>>446064
Also, from Charlie MacDonald's documentation:

> When a transfer is done out of the ROM area ($000000-3FFFFF), the machine will lock up unless the write that triggers the DMA operation is done using RAM.

> Usually this means putting the command word or the latter half of the command word in RAM and moving that into the control port, putting the command word on the stack and moving that into the control port, or having the instruction that moves the command word into the control port execute out of RAM.

>or having the instruction that moves the command word into the control port execute out of RAM.
>execute out of RAM

>> No.446109

Actually they abandoned Stop'N'Swap because of a design change to the N64 (in fact they made at least eight revisions to the PCB) where the RAM retained data for only 3 seconds instead of 30

>> No.446142

>>446058
nah we already established that FF VII was over 200MB minus FMV and music

>> No.446150

>>OP posts highly technical interviews which both praise and criticise the N64.
>>Anons accuse interviewees of bias.

Grief. How many of these people have played Bad Fur Day or Majora's Mask? Or seen how many cutscenes Perfect Dark had?

The argument that developers abandoned the N64 over hardware has been demolished.

>> No.446159

>>446142
120MB actually.

But I'm talking about a version that had been specifically designed for N64 which was without 2D pre-rendered backgrounds and used 3D environments instead.

>> No.446163

>>446150
>The argument that developers abandoned the N64 over hardware has been demolished

Err yeah it was. A serious headache to program, expensive, limited space, and Nazi licensing agreements.

>> No.446172

>>446109
Why did they modify the PCB so many times?

>> No.446183

This dispute will only be resolved if someone on /vr/ attempts a homebrew port of FF VII to the N64

>> No.446190

FFVII on N64 would be smaller because it wouldn't use as many sprites and background textures. Plus compression. Estimates put it at 120MB for a DS port with FMV removed. Music would be 8MB.

And people... It's "Stop 'n' Swop" not "Stop 'n' Swap."

>> No.446193

>>446172
Cost reductions. Manufacturing tech improves, more stuff can be done on a single chip, board layout changes to accommodate.

>> No.446206

>>446172
Trying to cut costs and improve system performance by having fewer chips

>> No.446236

>>446163
>>Devs totally abandoned the N64.

Name one. Which isn't Square. Name a single SNES-era Nintendo developer who suddenly refused to make games for the N64 and defected to Sony. Other than Square.

>> No.446237

All I need to know is PS1 had better games. If hardware power mattered none of us would play retro titles. The games matter and Sony released more quality titles than Nintendo, as did third parties on the PS1.

>> No.446259

>>446190
3D games don't use sprites
>>446193
Right. They revised the NTSC models at least 8 times and probably a similar number for PAL ones. The 30 second data retention was purely an accidental design feature that Rare discovered and came up with the kewl idea that they could swap cartridges. Nintendo apparently thought it was a bad idea which would end up causing users to damage their consoles and it's been suggested that they purposely modified the PCB to prevent Stop'N'Swap from working.

The main CPU was revised at least one and apparently the RCP as well since gradually improving manufacturing techniques during the N64's 5 year lifespan (an eternity in electronics time) allowed them to produce chips in higher quantities.

>> No.446252

>>446236

both capcom and konami put out WAY more content for the PSX than the N64. only capcom game i can even think of for the '64 was mega man legends.

>> No.446260

>>439824
>while Sega was willing to take whatever it could get.
The Saturn was more of an arcade machine than the other two. What was dying again at the time outside of DDR? What was and still is living in Japan? There are other reasons to why the Saturn did better in Japan than in the west.

>> No.446272

>>446236
Reminds me of the old "Nintendo Curse". Developers that leave Nintendo die.

Factor 5 left Nintendo, made Lair and died.
Rare left Nintendo, and is now the living dead.
Silicon Knights left Nintendo, made Too Human and died.
Square left Nintendo, made The Spirits Within and almost died if it wasn't for a merger with Enix.

>> No.446283

>>446259
>3D games don't use sprites
The fuck am I reading?

>> No.446293

>>446272
And yet Square still pumped out many great games after their time with Nintendo, but you are ignoring portable systems as well and Square was still releasing games for the Gameboy and GBA.

>> No.446294

>>446237
i guess kind of like the Amiga had better hardware than the PC, yet we're not posting to /vr/ on an Amiga, are we?
>The Saturn was more of an arcade machine than the other two
Right, which is why it had actual sprite hardware and the other consoles didn't.
>There are other reasons to why the Saturn did better in Japan than in the west
Saturn was well-stocked with the one genre that's a must-have to sell in Japan.

>> No.446307

>>446259
>Nintendo apparently thought it was a bad idea which would end up causing users to damage their consoles

why's that

>> No.446302

>>446283
3D objects are comprised of polygons, silly.

>> No.446308

>>446302
The trees in Mario 64 are definitely not three dimensional.

>> No.446310

>>446252
The fact you're ignorant of the N64's library proves nothing.
Add Resident Evil 2 for Capcom. They spend a million dollars porting it.
And Konami had a number of titles.
It's not unusual for there to be fewer Japanese titles. Like the 360, the N64 didn't do especially well in Japan.

Didn't stop the Evangelion game being N64-exclusive, though.

>> No.446313

>>446307
I guess they thought little kids couldn't handle swapping cartridges and would insert it backwards or something

>> No.446318

>>446294
The Saturn had more than one genre, unless you are saying Arcade games are one genre then there is no reason to have classifications like fighting games, Shmups, puzzle, and so on.

>> No.446320

>>446308
And those aren't sprites, they're flat-textured polygons

>> No.446343

Ho boy did this thread bring out the dummies

>absolutely no idea how cartridge architectures work
>thinks you can fit a 200MB game into 40MB
>thinks 128MB cartridges were feasible or cost-effective
>doesn't know what a sprite is

I think my IQ fell by 10 points reading this shit

>> No.446354

>>446320
Although in fact all 2D PS1/N64 games are just putting flat textures on polygons since only the Saturn actually can do 2D sprite-based stuff.

>> No.446362

>>446343
I didn't know IQ can fall below 0.

>> No.446363

N64 has no games

>> No.446372

>>446310
I'm just jumping into this thread at the end but you already sound like someone who knows he's losing an argument.

N64 has no games. Accept it.

>> No.446401

>>439748
>Reported for underage
>PS2 came out in 2000
>If the poster got it when he was 6, he'd be 19 now.

Christ, I feel old.

>> No.446412

>>446354
What the fuck am I reading

Can I get a concise definition of what you think a "sprite" is?

>> No.446428

>>446293
>And yet Square still pumped out many great games after their time with Nintendo, but you are ignoring portable systems as well and Square was still releasing games for the Gameboy and GBA

They did all of that after their merge with Enix.

>> No.446434
File: 356 KB, 1280x800, Glide64_Perfect_Dark_02.png [View same] [iqdb] [saucenao] [google]
446434

>>446372
>N64 has no games. Accept it.

Logic of PSX fanboi:

I never played any N64 games.
Therefore there are no good N64 games.

You all played your Medal of Honor while N64 gamers played Perfect Dark. A game you've never played but feel an expert on because somone told you it had a slow framerate and was too British.

>> No.446436

>>446343
>thinks you can fit a 200MB game into 40MB

If you redesign a game for a cartridge system you certainly can.

>> No.446441
File: 512 KB, 1280x960, moh.png [View same] [iqdb] [saucenao] [google]
446441

>>446434
i don't remember PD looking so shitty

>> No.446445

>>446428
Just as Rareware made some NS games, Square could still make GBA and DS games. Those contracts often didn't specify portables, since neither Sony nor MS had a handheld at the time.

>> No.446456

>>446445
You misunderstand. I said that Square almost died after they left Nintendo, which they did after making the 100 million dollar flop that was The Spirits Within. I'm not saying they stopped making good games.

>> No.446457
File: 288 KB, 856x480, Glide64_Perfect_Dark_13.png [View same] [iqdb] [saucenao] [google]
446457

>>446441
PD had much better skin textures compared to MOH, but it was a 3rd Generation N64 game, when you divide N64 titles into vague generations.

>> No.446460

>>446434
Dude I own a copy of Perfect Dark. I acknowledge that it's one of the games worth owning. It wasn't hard for me to get all of them, there's like eight.

>> No.446464

>>446441
I am glad I wasn't the only person who thought that. I don't think Perfect Dark looked that bad like that screen shot, but maybe I should boot it up once again to check the Villa mission again.

>> No.446472

>>446464
It's not about graphics it's about gameplay. That Goldeneye engine was pretty solid and they really should have licensed it out and released a ton of games using it but they didn't.

>> No.446504

>>446460
>It wasn't hard for me to get all of them, there's like eight.
Your loss. Here's a shortlist of must have titles:

Goldeneye.
Perfect Dark.
Mario 64.
Banjo Tooie.
Banjo Kazooie.
Conker's Bad Fur Day.
Body Harvest. (Precursor to GTA 3.)
Diddy Kong Racing.
Donkey Kong 64.
Harvest Moon 64.
Indiana Jones & the Infernal Machine.
Paper Mario.
Mischief Makers.
Jet Force Gemini.
Rayman 2.
Pokemon Snap.
Rocket - Robot on Wheels.
Super Smash Brothers.
Zelda - Ocarina of Time.
Zelda - Majora's Mask.
Rainbow 6.
Sin & Punishment.
Mission Impossible.
Turok 3.
Yoshi's Story.
Vigilante 8.

That's 26 games, every one must have, and I haven't mentioned a bunch of other excellent games.

>> No.446505

>>437876
I really thought /vr/ was going to be above console wars.

I still don't even understand them. If someone liked the N64 more, who cares? Seriously, why does it bother you? If Glover is my favorite video game ever, what of it?

My taste is shit? Maybe it is. So?

>> No.446518

>>437919
There are things I wish the N64 could do that PSX didn't, since I was an owner only of the former.

But I never ever cared about a lack of FMV. Man, it's just pretty icing, the cake is what matters.

>> No.446525

>>437952
>The Indian singing in Diddy Kong Racing was hilarious.
Man, that popped right in to my head. Dude knows what he's talking about.

>> No.446523

>>446505
>If someone liked the N64 more, who cares? Seriously, why does it bother you?
I can't figure that out myself. OP post is about how the N64 hardware was solid, and the lack of a CD drive was embraced by developers. PSX fans never stop claiming that the N64 was rubbish because it didn't use CD's, something one of the best N64 devs (not to mention PSX devs) clearly and carefully refutes. Then N64 managed to give us amazing, innovative games BECAUSE of the hardware, not in spite of it.

But some people just won't listen. They hate the idea that this testimony puts the PSX and N64 on even footing, both with strengths and weaknesses. They just want to hate, instead of embracing the wonderful games the N64's hardware allowed devs to bring us.

>> No.446526

>>446504
Vigilante 8 is a multiplatform game, Goldeneye has aged like milk, Turok 3 is the worst of the triology, Rayman 2 is multiplat as well, Mischief Makers is alright but there is too much filler, and Donkey Kong 64 is tedious. Sin and Punishment is okay, I got it back when the N64 was actually still alive at an import store, it isn't anything special like the Treasure games on the Genesis.

>> No.446529

>>446504
>Body Harvest
>Diddy Kong Racing
>Indiana Jones
>Rayman 2
>Pokemon Snap
>Rainbow 6
>Mission Impossible
>a bunch of other excellent games
Are you sure? You already seem to be reaching pretty hard and half of the other ones aren't exclusives.

With the exception of the very few (seriously, less than 10) true in-house hardware showcase titles that shine from the N64 library I guarantee you we can name two games for Playstation that are better than every game you can name for N64... Which worked out just fine considering N64 games cost twice as much as Playstation games did.

>> No.446534

>>438045
>I believe we can celebrate the N64 without dragging the PSX down, and vice versa
God, yes. Please, more of this.

>> No.446537

>>446526
>Vigilante 8 is a multiplatform game
N64 version has better graphics.
>Goldeneye has aged like milk
Even if it has, Perfect Dark replaced it.
>Turok 3 is the worst of the triology
Your opinion. It's the dark horse with much better technology than 2, and it has amazing textures and character models. Plus it solved the framerate issues.

>> No.446540

>>446537
I hope you aren't this guy then: >>446472

>> No.446543

>>446529
>half of the other ones aren't exclusives.
How does a game being exclusive automatically make it better? Halo was originally a PS2\Xbox game. It became exclusive to Xbox over politics, not technology.

>> No.446546

>>446526
>Goldeneye has aged like milk

No it hasn't. Hard to learn controls aside, it's better than modern FPS.

>> No.446548

>>446540
Not the same guy. The only people who could work on the GE engine were Rareware. As Factor 5 explained, the best of the European games industry were working for Rareware. Lesser teams would have made crappy games with their tech.

>> No.446552

>>446526
>Turok 3 is the worst of the triology

okay fuck YOU

>> No.446553

>>446546
>Hard to learn controls
You cited the biggest reason as to why it aged poorly. I loved it back then, but going back to it now is just painful. Perfect Dark is still great but not Goldeneye.

>> No.446561

>>446534
>>I believe we can celebrate the N64 without dragging the PSX down, and vice versa
>God, yes. Please, more of this.
I'm the OP, and I said that. I never wanted a fight. I wanted this hereto obscure data to help us RESOLVE disputes by pointing to facts instead of arguing in circles. I love how Factor 5 are not only humble enough to admit Rareware are better than them, but they treat both the PSX and N64 with respect.

>> No.446564

>>446553
>going back to it now is just painful.
Change the control scheme. Solitaire is best. Honey is for noobs.

>> No.446572

>>446553
>You cited the biggest reason as to why it aged poorly. I loved it back then, but going back to it now is just painful. Perfect Dark is still great but not Goldeneye.

Goldeneye has the same controls as Perfect Dark. Also Goldeneye's controls are not poor, they are just hard to learn because they are different.

The N64 control stick was 100% analogue, unlike modern control sticks which are partially analogue and partially digital. What it means is that the N64 control stick has an extremely high level of precision. Too high if you aren't used to it but awesome if you are.

>> No.446569

>>446543
Uhhhh it doesn't make it better, it makes it relevant to the conversation. I swear to god sometimes I think you N64 fanboys are like PC master race dudes who truly believe that it's about power or graphics or anything other than having a large library of appealing games.

Sure politics has a huge hand in that behind the scenes. Nintendo wasn't "nice" back when every single NES game had to have a chip manufactured by Nintendo in it that came with not only a huge price tag but heinous license agreement.

Sony made smart moves and Nintendo made dumb moves. If the Playstation had been a CD-Rom drive for the SNES as per the original plan, Nintendo could have just coasted pretty right into the 21st century but no they had to slap Sony right in the face and they paid the price.

They're still paying the price.

>> No.446578

>>446553
>Perfect Dark is still great but not Goldeneye.
There's an argument we'll be having until the end of time. I vote PD. For the simple reason that it made you feel like an utter shit for killing people - they'd surrender, beg, cry out upon death, etc. We don't get that enough in FPS games, which generally just throw angry mobs at you.

>> No.446580

>>446569
>They're still paying the price.
Last time I checked, Sony was struggling, not Nintendo.

>> No.446584

>>446572
They are handled a bit differently even if they control set up is the same. It is like Castlevania I and Castlevania IV. They have the same control scheme but when you give you input it can be a bit altered, mainly the jumps. Just moving and looking around felt more sluggish in Goldeneye than in Perfect Dark.

>> No.446586

>>446572
>The N64 control stick was 100% analogue, unlike modern control sticks which are partially analogue and partially digital.
You know, someone could start a thread innocently stating this documented fact, and /v/irgins would pile in with bullshit objections.

>> No.446595

>>446580
Nintendo could have been the undisputed king, not a toy for children.

>> No.446604

>>446595
>Nintendo could have been the undisputed king, not a toy for children.
That's what happens when Microsoft steals your primary 3rd party developer.

>> No.446610

>>438772
Is there a way I could understand what you're saying in a short amount of time?

I am not even close to a developer, but I'm extremely interested right now.

>> No.446625

>>446595
>Nintendo could have been the undisputed king
Let's be honest, dude, the whole games industry is rotting from the inside. That time when Nintendo was King, they had Rare as their right hand man, and both Nintendo and their 3rd party developers pumped out quality game after quality game are long gone.

For a start, Nintendo used to ban publishers from releasing more than a certain number of games per year. Ensured publishers didn't rush more than a certain amount.

>> No.446631

>>438984
How about we not care about the OP at all and enjoy the tidbits in these nice links and the intelligent portions of the ensuing discussion?

>> No.446635

>>446586
>>446572
Please explain exactly what you mean by this.

Do you consider optoencoders "more analog" than potentiometers?

>> No.446649

>>446635
Optoencoders are technically digital devices and potentiometers are technically analogue devices, but the precision of optoencoders is higher. The higher the precision the more analogue the readings are.

>> No.446651

>>446631
>enjoy the tidbits in these nice links and the intelligent portions of the ensuing discussion?
They don't want to hear any of it. Every attempt to investigate what Factor 5's info meant for N64 games has been met with "NO CARTRIDGE BASED SYSTEM COULD POSSIBLY BE AS GOOD AS MA PSX!"

For fuck's sake, OP only mentions PSX once, to clarify what Red Book audio was. It's only because PSX fans are so precious that arguments keep flaring up.

>> No.446663

>>446649
This doesn't change the fact that both the N64 stick and, for example, the PSX sticks are both digitized before being sent to the console.

>> No.446667

>>446572
Really? That would explain a lot. When I made the jump from n64 games to later consoles I thought my aiming had gotten shitier (I was so good with the n64 controller) or the joysticks were different somehow, but I couldn't imagine controllers getting worse as time went on, so I thought I had gotten too reliant on pc mouse aiming but this if true explains everything.

>> No.446676

>>437661
In retrospect, I worded "This stuff is priceless for settling those N64\PSX\PC Master Race disputes" poorly. I meant it to mean that we don't have to argue anymore. But some took it to mean something else. Yes, it's their fault, not mine. But I could have pandered more...

>> No.446691

>>446663
>This doesn't change the fact that both the N64 stick and, for example, the PSX sticks are both digitized before being sent to the console.
Yes, but the raw input is more precise.

>> No.446698

>>446561
I don't mean just in this topic. I mean everywhere.

>> No.446701

>>446663
No, you misunderstand. What it means is that the N64 controller is setting analogue stick data to the console which has more decimal places (a higher level of precision) than other controllers.

>> No.446710

>>446701
>>446691
Okay, but that doesn't mean that the N64 analog stick is "100% analogue" while modern control sticks are "partially digital". It means the N64 analog stick reports a more precise digitized position.

>> No.446721

>>446698
>>I don't mean just in this topic. I mean everywhere.

Agree totally, dude. You can passionately love something without pissing all over something someone else loves.

By the by, I'm finishing up Resi 2 on my N64, and am about to start Resi 3 on my PSX. And I've got Dino Crisis on both PSX and Dreamcast.

Isn't it great when we embrace hardware for what it is, and also embrace games irrespective of hardware?

>> No.446740

>>446710
My terminology was just a little confusing, but it works like this:

N64: Control stick position (analogue) -> Optoencoder (digital) -> Console (digital)

Other consoles: Control stick position (analogue) -> Potentiometer (analogue) -> low precision analogue to digital converter (ADC) -> Console (digital).

Because the N64 sensor was already digital, the results don't have to be digitised with an ADC which is where you lose a lot of the precision. The result is completely pure raw.

With other controls you have an analogue input which then has to be converted into digital by a chip and is less precise.

>> No.446741

>>446710
Also, I just looked this up, and they both report 8-bit values to the console. The N64 doesn't use the whole range, though - the maximum values physically possible are about +/- 80 (out of -128...127). This would seem to indicate that the N64 controller's analog stick is less precise than the PSX controller's.

>> No.446750

>>446740
Do you have any data which demonstrates that the PSX controller's analog sampling is noisy?

I'm testing things over here and I can resolve individual values cleanly.

>> No.446759

>>446741
>>446750
Potentiometers are also noisier sensors in general as compared to optoencoders.

>> No.446760

>>446741
This may be a case of the N64's typical excesses. It's contestable whether the higher precision has any benefits if the reported range is lower. That said, the stuff which happens INSIDE the N64 controller is significant, since the higher precision allows it to detect movement, even if it doesn't report all of it.

>> No.446770

>>446759
>Potentiometers are also noisier sensors in general as compared to optoencoders.
I'm under the impression they drift, as well.

That said, the point is a bit moot. Both stick styles work well enough. The N64 stick is more of a technical achievement than a practical one.

>> No.446886

>>446537
So you're claiming Turok 3 runs at 60fps? Because if it doesn't then the framerate issues are not "solved".

>> No.446983

>>446886
>So you're claiming Turok 3 runs at 60fps? Because if it doesn't then the framerate issues are not "solved".
That is absurdly elitist. Halo ran at 30fps. Battlefield 3 ran at 30fps on consoles. 30fps may not be 60fps, but it's a usable baseline.

Turok 2 looked great, was a bit foggy, and had some of the best enemy animation in gaming history. Enemies would lurch as they ran round corners, for example.

Turok 3 cut back in a lot of areas, and became a very Half-Life infuenced sort of game. The framerate was much smoother. Acclaim did a good job.

>> No.447460

>>446983
Turok 3's framerate issues weren't exactly "solved". While it's better than Turok 2, it's still chuggier than Turok 1, which was foggy as hell.

>> No.448018

I love how everyone forgets that Metal Gear Solid had load breaks IN THE MIDDLE OF SENTENCES.

"Yes, Snake..." *load break* "Metal Gear.*

Camera pans.

*load break*

"Otacon, what are you saying?"

>> No.448037
File: 232 KB, 1024x578, Glide64_WONDER_PROJECT_J2_04.png [View same] [iqdb] [saucenao] [google]
448037

Wonder Project J2 demonstrated the N64's 2D capabilities quite interestingly. (It had 3D sections, too.)

>> No.448090
File: 292 KB, 1280x720, Glide64_ZELDA_MAJORA'S_MASK_05.png [View same] [iqdb] [saucenao] [google]
448090

This is NOT a prerendered background. You can literally walk up that hill and stand under the tree.

LOOK AT IT.

The you tell me the N64's graphics capabilities were in any way inferior to the PSX.

Frankly, it's absurd to demand that bilinear filtering be enabled. It's like demanding the N64 not use cartridges because they give it an unfair advantage.

Yes, it's an emulated screenshot. Just so we're clear. But those Vagrant Story screenshots people throw around are usually emulated too.

We need an N64 screenshot thread for this kind of stuff...

>> No.448094
File: 253 KB, 1024x576, Glide64_ZELDA_MAJORA'S_MASK_06.png [View same] [iqdb] [saucenao] [google]
448094

Standing under the tree.

>> No.448121

>>448090
>>448094
>aspect ratio

Kill yourself.

>> No.448131

>>448121
>Kill yourself.
It's hacked into proper 16\9 on the emulator. What's the issue, exactly? The image isn't streched in any way. Crop it of it bothers you that much. A handful of N64 games did 16\9 natively, but most of them run it forced on an emulator just fine. Unless they're Mario 64.

>> No.448137

>>448131
>not stretched
>circles are wider than they are tall
Yeah, no, it's fucked.

>> No.448141

>>448131
>The image isn't streched in any way.

Do you not have eyes?
Please hurry up and die.

>> No.448157
File: 286 KB, 1024x768, Glide64_ZELDA_MAJORA'S_MASK_07.png [View same] [iqdb] [saucenao] [google]
448157

>>448141
Actually, if you look closely, you'll see it's just minor HUD distortion. Which happens in most games, including PC games, when you run them in widescreen. The 3D renderer is clearly running in 16\9.

See 4\3 version for comparison.

>> No.448169

>>448090
>>448157
As you can see, only the HUD is distorted. This is a common and accepted tradeoff of forced 16\9 rendering.

>> No.448186

>>448157
Let's just remind ourselves that this is allegedly total shit compared to the almighty Vagrant Story.

http://images.4chan.org/vr/src/1365875617341.jpg

>> No.448193

>>448137
>>448141
>>448131
>>448157
>>448169
Welp, at least it's only a Zelda game and no one really gives a shit about it at all anyway.

Can't y'all just enjoy the damn game instead of crying about aspect ratios?

>> No.448206

>>448193
>Welp, at least it's only a Zelda game and no one really gives a shit about it at all anyway.
It's considered the best Zelda game ever made by parts of /vr/ and /v/, and it's also considered one of the darkest videogames ever made thematically. So a lot of people give a shit about it.

I understand butthurt if someone takes stretched screenshots in the wrong aspect ratio, but these are 16\9 hacked, with a slightly stretched HUD.

>> No.448209
File: 190 KB, 780x424, adngaskejgnkjgnSKG.png [View same] [iqdb] [saucenao] [google]
448209

>>448157
>>The 3D renderer is clearly running in 16\9.
el oh el

>> No.448216

>>448157
>>448169

Look again at >>448094
Can you really not see Link is wide as fuck?
Please just commit seppuku already.

>> No.448226

>>448206
>oohhh so dark
I hate MM kiddies so much

>> No.448228

>>440339
This, NES, SNES, Genesis, and N64 games all use Mask ROMs. eeproms are more used for prototypes as they are re-writable. Mask ROMS contain data burned permanently into silicon dies.

you'll never, ever, in your lifetime, or even your Grandchildrens lifetimes, see your cart based games die of bit rot. Fear not so long as you keep your cartridges clean and in good heath physically.

I do not want anons to worry about these things, just relax and enjoy your video games.
Forgive me for english problems if any. Not my first language

>> No.448232

>Read and learn, people. This stuff is priceless for settling those N64\PSX\PC Master Race disputes.
You're a humungous fucking retard OP, you're actually spending time researching to argue.
Fucking BETA.

>> No.448238

>>440339
>>448228

Many N64 games do however use EEPROM/Flash for saving.

>> No.448241

>>448232
>>You're a humungous fucking retard OP, you're actually spending time researching to argue.

Wow. Constructive. I bet you're not an N64 fan.

>> No.448249
File: 297 KB, 1024x576, The Legend of Zelda - Majora's Mask (U) snap0000.jpg [View same] [iqdb] [saucenao] [google]
448249

>>448216
My deepest apologies. Glide64 fucked up, and I fucked up. Here is the game correctly rendered, I believe, in forced widescreen.

I am deeply sorry for any annoyance caused.

>> No.448254

>>446504
Add Dr. Mario 64 if you like multiplayer puzzle games, Kirby 64, F-zero X, and The World is Not Enough.

29 games plus probably a good 40 or so more on a console with only 200 or so games isn't that bad. Considering NES, the console most people tout as THE Nintendo system, had 800 games of which a huge amount were shit.

>> No.448263

>>448249
Glide64's widescreen mode is basically a sham. Unfortunately, there are some minor effects which don't work quite properly without Glide64.

But the ability to hack games into widescreen is one of the Jabo plugin's strong points.

>> No.448270

>>448254
>200 or so games
The N64 had 387 games, 84 of which were Japan-exclusives. (Including the excellent Wonder Project J2, plus Sin & Punishment.)

>> No.448280

>>448226
>I hate MM kiddies so much
Lay off, dude. MM is a game with some genuinely heartbreaking moments in it. Unlike modern games which cram drama down your throat, you witness some truly horrible situations and the game doesn't try to milk it.

You're wandering around stealing the souls of the dead to impersonate them as the world comes to an end, happy monkeys get boiled alive, and a cute little girl gets kidnapped and experimented on by aliens with horrible results.

Shit is dark.

>> No.448286

>>439669
>Bilinear filtering is ALWAYS a good thing
And to think people of this board make fun /v/ when we arguably have the biggest idiots right here among us.

>> No.448295

>>448270
Doesn't change the fact that the N64 has a crapload of games.

I was basically in the same thought process until very recently. I believed the N64 was Nintendos worst console, that it had no games, whatever. After 10 years of owning mine, I recently hooked it up again and started playing Majoras Mask. I'd never finsihed it because I simply didn't give a fuck. The game blew me away and lately I've been buying random games and have been loving the shit out of more than half of them.

Also add Excitebike 64 to that list. Shit's fun with 4 people.

>> No.448302

>>448286
Hah, get a load of this guy. Next thing he'll say that anti-aliasing is a load of shit and it's better to play games without it.

>> No.448305

>>448286
if you've reduced yourself to emulation you may as well.

>> No.448308

>>448286
>>Bilinear filtering is bad.
It's a useful graphics feature which is used for stuff besides straight textures. Shadows, for example. (Bad Fur Day.)
>>448295
>Doesn't change the fact that the N64 has a crapload of games.
That's what I meant.
He said 200. I pointed out it had 387 games. Many of them awesome and underappreciated.

>> No.448309

>>448305
actually, disregard that, I'm retarded.

>> No.448315

>>448308
will an american N64 run jap games or is it regionlocked via hardware? if it's a simple physical block like SNES, that'd be great.

>> No.448340

>>448315

Just a plastic lockout.

>> No.448376
File: 324 KB, 1024x578, Glide64_Resident_Evil_II_01.png [View same] [iqdb] [saucenao] [google]
448376

While the backgrounds are blurry... (Honestly, the game would have been better done in 3D, Dino Crisis-style.)

The models, etc, in Resident Evil 2 are pretty good.

(Emulated screenshot.)

>> No.448402
File: 177 KB, 1024x768, Glide64_ROCKETROBOTONWHEELS_01.png [View same] [iqdb] [saucenao] [google]
448402

Rocket - Robot on Wheels was the first, IIRC, platform game built around a physics engine. (By Sucker Punch, later known for the Sly Cooper games.) You could pick up objects and toss them around. Chalk one up for N64 3rd Party developer innovation.

>> No.448410
File: 237 KB, 800x600, Harvest Moon 64 (U) snap0004.jpg [View same] [iqdb] [saucenao] [google]
448410

The N64 also had Harvest Moon. Pretty good version, too.

>> No.448418

>>448410
>pretty good
>probably the best, if back to nature isn't your thing.

>> No.448427

>>448410
When I see games like Harvest Moon 64, I'm astonished people can claim with a straight face the N64 only had FPS, platforming, and racing games.

Incidentally, I'm playing Doom 64 right now. Way overrated. Perfect Dark and Turok 3 are much better.

>> No.448430

>>448427
How are the controls? Are they shit like Duke 64?

>> No.448438
File: 118 KB, 1024x768, Glide64_WIN_BACK_01.png [View same] [iqdb] [saucenao] [google]
448438

Graphics weren't the best, but Winback: Covert Operations was also pretty fun.

>> No.448442

>>448438
That looks fucking awesome.

>> No.448449

>>448430
>How are the controls? Are they shit like Duke 64?
I don't have duke to compare, but horribly wooden. None of the smooth turning games like Turok and PD have.

Lighting effects are pretty unspectacular, as well. Not to say it looks rubbish, since it is Doom after all. But unimpressive.

>> No.448458

>>448442
It is a pretty quirky game. Sorta like Metal Gear Solid crossed with Parasite Eve 2. Games like this went under the radar, and it frustrates me. Nintendo had good products to sell, and people just weren't buying because there was this fog of ignorance around the console.

>> No.448469

>>448458
>fog of ignorance
Okay, that is a funny pun. The n64's fog of ignorance capabilities far exceeded the psx's which tended to use pop-in.

But in all seriousness, people just didn't KNOW these games existed.

>> No.448483
File: 333 KB, 1066x756, Glide64_Turok_3;_Shadow_of_O_09.png [View same] [iqdb] [saucenao] [google]
448483

While it doesn't have the same WOW factor as Turok 2, Turok 3 is quite remarkable graphically, too.

>> No.448492
File: 184 KB, 1024x726, Glide64_Turok_3;_Shadow_of_O_11.png [View same] [iqdb] [saucenao] [google]
448492

The character models are especially good.

>> No.448496

>>448238
I'm sure we'll have resolderable replacements and the tools to fix them ourselves by then. I can't imagine retrogames not being a huge industry.

>> No.448497

>>448483
that scene where the guy gets dragged away scared the fuck out of me when I was young.I"m pretty sure it was this game.

>> No.448528
File: 107 KB, 1024x726, Glide64_Turok_3;_Shadow_of_O_12.png [View same] [iqdb] [saucenao] [google]
448528

>>448497
>that scene where the guy gets dragged away
Yea, it was. While the game was heavily cut down from stuff we were shown at the beta stage, and it lacks the smooth animation of the second game, Turok 3 is really quite a good FPS game which got overlooked because it came out in 2000 on the N64 after the somewhat disappointing Rage Wars.

The storyline in 3 ended on a massive cliffhanger where Adon walked out on the mysterious group who'd been working to control you via her.

The fact it let you play as a woman was also quite remarkable. Especially since she's the default option, when most FPS games default to the male.

>> No.448534

>>448528
>The storyline in 3 ended on a massive cliffhanger
And after the crappy Turok: Evolution, and the shitty reboot, it's clear we're never getting a Turok 4 to complete the original story arc.

>> No.448559
File: 241 KB, 1024x768, Glide64_40_WINKS_01.png [View same] [iqdb] [saucenao] [google]
448559

It's a shame this game was cancelled just before release.

40 Winks 64. Notable, only PAL roms of this exist, AFAIK, since Eurocom are quite obviously... European.

Sure it was a port of a PSX game, but a good looking one.

>> No.448580

>>448559
I'm pretty sure the 40 Winks N64 beta rom didn't turn up until 2008. I remember reading reviews of the game, wanting to check it out, then discovering it had been cancelled.

Fun fact - the PSX version is almost 400MB.
The N64 version is 32MB, and seems to have better textures in addition to using realtime cutscenes instead of FMV.

>> No.448602

>>438889
It's a licensed platformer by WayForward. It's certainly a technologically impressive game, but I'm not sure if I'd recommend it as a must play. It's pretty easy and short, but it's definitely enjoyable.

>> No.448606
File: 249 KB, 1024x768, Glide64_40_WINKS_02.png [View same] [iqdb] [saucenao] [google]
448606

Seriously, those are some pretty amazing textures. Yes, they look good because they're sorta smooth and cartoony, but even unfiltered they still look good. (See pic.)

>> No.448714
File: 392 KB, 1024x576, Glide64_CONKER_BFD_09.png [View same] [iqdb] [saucenao] [google]
448714

We all need to be reminded how good Conker's Bad Fur Day could look.

>> No.448789

All you have to do is compare the character models between ff7 which was partially developed for n64 to ff8/9 and realize how shitty ff7 looks because of blocky n64 models

>> No.449048

>>448789
>intentional logical fallacies
good lel m8

>> No.449139

>>448534
God damn that reboot made me mad. I was so excited for a new Turok game when it was first announced and instead got a game that thought it was Turok since it had dinosaurs.

>> No.449182

>>440109

Flash drives would like to have a word with you.

>> No.449186

>>440096

>nintenyearolds

Get out of /vr/ and stay out.

>> No.449205

>>449186
He shouldn't go anywhere. We need some sane people in here and less nintendo fanboys shitting up non-nintendo threads. We don't need to be another /v/ + old games.

>> No.449217

>>448458

Interesting, considering I bought Winback at release and still have it to this day.

Thank you Nintendo Power.

>> No.449226

>>449205

It's a /v/ term.

This could have been a perfectly civil thread if people weren't such insufferable fanboy cunts.

>> No.449553

>>448410
My nigga. I've been playing Magical Melody on Gamecube and I'm upset how often it lags when there's more than 4 animals and a few villagers on screen at the same time. Get your shit together Natsume. And while the C-stick provided a convenient way to take out crops and quickly deposit them, the animations are awfully slow. I miss the quick animations in HM64 and the simplicity of it all. I know jack shit about hacking ROMs but I've always wanted to add more sections to Moon Mountain and incorporate the randomization of forage locations (berries, flowers, mushrooms).

>> No.449614

>>448308
>I pointed out it had 387 games

Saturn has like 500 and PS1 exceeds 2000

>> No.449682

>caring about the smoothness of graphics on 5th gen games

Come on, it all looked the same on a fuzzy CRT TV anyway

>> No.449753

>>446983
And Halo and Battlefield 3 are both shit.

This is /vr/, home of CRT fetishism. CRTs are pretty much worthless if they're not displaying 60fps, because you don't get that beautiful blur-free CRT motion quality if frame rare is lower than the refresh rate.

That's not to say 60fps is good, it's the absolute minimum. The fact that console games are limited to this is one reason PC games are superior.

>> No.449762

>>449753
Maybe, but you're out of your mind if you expect anything above 25fps average from 5th gen consoles.

>> No.449824

>>449762
Both PS1 and N64 manage it in some games. PS1 has more 60fps games because it has a bigger library and more 2D games.

It's a real shame idiots buy games based on screenshots so Nintendo had to mandate the crippled RDP microcode.

>> No.449856

>>449824
Actually using microcode set to a lower-quality Playstation-like 3D would have been better for screenshots as they allow for a higher polygon count.

Most of the imperfections with Playstation games for example can only be seen while they are in motion (unstable polygons and warping textures).

>> No.449939

>>449856
It's not lower quality, it's trading image quality for motion quality, and that's an overall improvement. Motion quality is more important, because the human visual system is very good at editing out image quality defects.

Those fancy Trinitron CRTs /vr/ loves so much? Two huge horizontal lines right across the picture. Nobody cares because you get used to them very quickly, just like you get used to your blind spot and all those blood vessels blocking your retina. But low motion quality always looks bad.

>> No.449971

>>449939
Unstable polygons and warping textures are both problems with image quality and motion quality. It's just that they are far easier to detect in motion.

>> No.450046

>>449971
Warping textures can give false motion cues, so that's a valid motion quality defect, but unstable polygons (the rounding errors) look like uniform random noise over the whole picture, so that's just image quality.

>> No.450075

>>450046
The other issue is the lack of texture filtering with low-quality 3D rendering. It can be hard to tell in a little screenshot, but easy to see in the game itself.

>> No.450135

>>450075
Somebody already explained this at >>439673 . Neither system has enough texture memory to benefit from filtering.

>> No.450153

>>450135
Untrue. Bilinear filtering was the only thing that was keeping the N64 textures looking acceptable. They were extremely low-res. The "you need a certain amount of texture quality to benefit from filtering" is a myth.

>> No.451543

>>448308
I did not say that it was inherently bad, you cretin. I merely pointed out the idiocy of claiming that it is ALWAYS a good thing which is so obviously and painfully wrong that I just had to poke fun at it.

>> No.451773

>>449205
except nobody does this you raging sonygger/seggot.

>> No.451843

>>450153
So why do all the emulator screenshots with the filter disabled look better?

>> No.452024

>>446610
Not sure how much this will help you, but this guy goes through some of the different types of sound waves. And a noise generator is just static, it's normally used to represent drums.
http://www.youtube.com/watch?v=YeaeMe9B8YM

>> No.453207
File: 106 KB, 1024x768, Glide64_ZELDA_MAJORA'S_MASK_12.png [View same] [iqdb] [saucenao] [google]
453207

>>451843
>So why do all the emulator screenshots with the filter disabled look better?
This is mostly untrue. If you think "sharp" is inherently better than "soft", you might think so. But the N64 uses bilinear filtering to handle shadows, blending, and all sorts of special effects. Disabling it is ridiculous.

Pic: Majora's Mask Unfiltered. (Note the horrible banding on the spikes.)

>> No.453217
File: 153 KB, 1024x768, Glide64_ZELDA_MAJORA'S_MASK_11.png [View same] [iqdb] [saucenao] [google]
453217

>>453207
And here is Majora's Mask with filtering enabled. The overall image quality is much higher. If you really think the very slight blurring makes it worse, you need to reconsider how you evaluate 3D graphics.

>> No.453261

>>449753
>This is /vr/, home of CRT fetishism. CRTs are pretty much worthless if they're not displaying 60fps, because you don't get that beautiful blur-free CRT motion quality if frame rare is lower than the refresh rate.
This may be difficult to accept, but games by Rareware and Factor 5, the two highest quality 3rd Party N64 developers, (plus a sprinkling of other European devs) have consistently superior PAL versions. So unless you have a 50Hz PAL TV and PAL N64, you're not seeing these games as they were meant to be seen.

Ponder that as you sit there with your oh-so-elite NTSC attitudes, dude. I understand your passion for graphics quality, but a large chunk of the N64's best games didn't look as good on your beloved 60Hz CRT.

>> No.453274

>>448492
That's for N64?

Shit man, those models look more like 6th gen models.

>> No.453278

>>449682
>it all looked the same on a fuzzy CRT TV anyway
That's where you're sorta wrong. The N64 was capable of rendering at 640x480, with the PAL versions of games like Perfect Dark looking much crisper and playing much smoother. The N64 was capable of very high image quality. It's just a shame so many people used crappy cables and\or had crappy TV's. And it's also a shame games are usually evaluated based on how their PAL version looked on /vr/.

>> No.453294

>>453217
I do kind of prefer the hard edges on the mask but I'm sure the environments look better

>> No.453297

>>453278
>The N64 was capable of rendering at 640x480

PS1 also supported 480i, but of course it was rarely used on any pre-6th gen console

>> No.453319

Do you guys think that a Half-Life port would have been possible on the N64?

>> No.453323
File: 110 KB, 1024x726, Glide64_Turok_3;_Shadow_of_O_14.png [View same] [iqdb] [saucenao] [google]
453323

>>453274
>Shit man, those models look more like 6th gen models.
I thought so to. In fairness, I think Turok 3 uses multiple models for different scenes. When there's a lot going on in the background, the models look less detailed. But when there are only 2 or 3 characters onscreen at once, it uses these amazingly detailed, very well textured models. It's for this reason that I've always insisted Turok 3 looked better than Turok 2.

>> No.453329

>>453261
The only way PAL can be superior if you're running it on a non-flickering LCD. It's an N64 game and the motion quality is almost certainly terrible anyway so an LCD won't make it any worse.

The are no N64 games designed for 50fps, which is a good thing because that's would be a horrible waste of effort. The only way to gain the full benefit of the 50fps would be to have unacceptable 50Hz flicker.

>> No.453349

>>453217
The face looks better but the spikes look worse. No clear winner.

>> No.453362
File: 399 KB, 1024x726, Glide64_Turok_3;_Shadow_of_O_15.png [View same] [iqdb] [saucenao] [google]
453362

>>453319
>Do you guys think that a Half-Life port would have been possible on the N64?
Play Turok 3. It's basically a Half Life clone. Yes, the N64 could have run Half Life. The Dreamcast ran it, in a leaked beta, but the load times were horrible. An N64 version would have featured no load breaks.

That said, the N64 ran the Quake 2 engine pretty shittily, so it probably would have been better running on a custom engine better suited to the N64's hardware.

Hmm.. Dead scientists? Alien rift? Tentacle creature? Yep, pretty similar to HL.

>> No.453383

>>453329
>It's an N64 game and the motion quality is almost certainly terrible anyway
You do realise Turok 2 and Perfect Dark had incredibly smooth animation, right?
>>The are no N64 games designed for 50fps
Rareware were British. Factor 5 were originally from Germany. Which version do you think THEY were playing? You don't think Rareware and Factor 5 were intelligent enough to ensure that their native version was the superior version?

>> No.453387

>>448438
There's an enhanced port for the PS2, too. I own both.

>> No.453440

>>453383
50fps != 50Hz

>> No.453449

>>453383
>You do realise Turok 2 and Perfect Dark had incredibly smooth animation, right?

They didn't run at 60fps, or ever 50fps on PAL, so this is obvious fanboy delusion.

>> No.453450
File: 333 KB, 1024x768, Glide64_TWINE_01.png [View same] [iqdb] [saucenao] [google]
453450

It wasn't as good as Goldeneye or Perfect Dark, but World is Not Enough by Eurocom was a decent FPS. It was an enhanced PSX port, I believe.

>> No.453464

>>453362
HAHAHAHA. Half-Life on the dreamcast.

>> No.453481

>>453319
Running at the lowest resolution with the forbidden PS1-style microcode, it's just about believable the N64 could run a tolerable port.

>> No.453483

>>453440
>50fps != 50Hz
25fps = 50Hz.

And most Rareware games COULD run at 60fps, but the hardware wasn't capable. They're frame capped at 50\60fps.

>>453449
>They didn't run at 60fps, or ever 50fps on PAL, so this is obvious fanboy delusion.

You've never seen the games in motion, have you? Turok 2 is praised to this day among game designers for its enemy animation. It wasn't until Battlefield 3 that we once again had enemies who leaned to one side as they ran around a corner. And Perfect Dark's movement is silky when the framerate isn't acting up.

Motion smoothness is a combination of good animation and a decent framerate.

>> No.453529
File: 651 KB, 1280x800, Glide64_Perfect_Dark_26.png [View same] [iqdb] [saucenao] [google]
453529

>>453464
>HAHAHAHA. Half-Life on the dreamcast.
It was better than the original PC version, FYI.

>>453481
>Running at the lowest resolution with the forbidden PS1-style microcode, it's just about believable the N64 could run a tolerable port.
Why would it need that? Name one thing which Half Life does which Turok 3\Perfect Dark doesn't. Since Factor 5 showed the N64 can stream everything, so no RAM limits. Come on.

>> No.453550

>>453483
>25fps = 50Hz
>implying /vr/ relevant consoles used interlacing for anything but menus

You're probably one of those idiots who thinks 24fps is fine and talks about "film look". Motion smoothness requires a *minimum* of 60fps, and you can only get away with something that low on a flickering display.

>> No.453561
File: 157 KB, 1280x800, Glide64_Perfect_Dark_27.png [View same] [iqdb] [saucenao] [google]
453561

>>453529
Let we forget, the Goldeneye Engine could do much larger maps than the Quake 2 engine. So none of those nasty load breaks in our glorious N64 port. Assuming it didn't use the fucking Quake engine.

Notice that the shittiest N64 FPS games were usually Doom\Quake ports? Daikatana, for example?

>> No.453570

>>453529
Consistent framerate of 120fps or more.
Mouse control.
Huge FOV.

Those are the 3 critical factors that prevent console FPSs from competing with PC FPSs. The FOV and mouse control are theoretically fixable, but the framerate will be forever crippled because it's bottlenecked by TV standards.

>> No.453585

>>453550
>Motion smoothness requires a *minimum* of 60fps, and you can only get away with something that low on a flickering display.

Let's not forget how many PSP games are locked to 20fps. Peace Walker, for example.

Motion smoothness is subjective.

>> No.453598

>>453585
>implying I give a shit about PSP games

>> No.453615

>>453598
And even 20fps is "good" compared to Perfect Dark's slideshow style animation.

>> No.453618

>>453570
>Mouse control.
The N64 had a very good controller.
>Huge FOV.
Perfect Dark runs in 16\9 widescreen, for what it's worth. And huge FOV is not necessarily a good thing. It depends on the developer.
>Consistent framerate of 120fps or more.
I play Skyrim at 40fps. Unless your PC is high end, you're not going to hit 120fps. If anything, PC gaming has long been about struggling to hit 60fps while still maxing out the graphics. A game running at 120fps is not really all that much better than a game running at 60fps. Yes, a game running at 60fps looks smoother than 30fps. But in terms of game design it's not a huge consideration.

>> No.453643

>>453618
>The N64 had a very good controller.
Irrelevant. It's the wrong method of input for that kind of game.

>And huge FOV is not necessarily a good thing. It depends on the developer.
Incorrect. It depends on the distance from the display. You have a point that it's not necessarily a good thing, but not for that reason.

>But in terms of game design [a good frame rate is] not a huge consideration.
That's one of the bigger problems that video games as a whole have had since the first 3D consoles.

>> No.453645

>>453615
>And even 20fps is "good" compared to Perfect Dark's slideshow style animation.
Worth noting that if you played the NTSC version you played the crappy version.

Perfect Dark is problematic. In some places, it runs smoother than Goldeneye. In others, it's sluggish. Multiplayer, however? Very smooth. Unless you're a dickhead and try to run 4 player with 8 bots.

Looking past the hardware, at the game itself, Perfect Dark's animation is very good. An emulator shows exactly how good it is.

Hey, if the framerate bothered you that much, you could always run PD in letterbox mode. That helped.

>> No.453663

>>453643
>It's the wrong method of input for that kind of game.
FPS games were originally meant to be played on a keyboard. Without a mouse. I may be a PC master racer, but I'm not going to deny how pissy and infantile KB+Mouse elitism is. Just because something is better doesn't mean everyone should be forced to use it. Imagine if everyone had been forced to use the arguably superior PAL system with its richer, more accurate colours?

>> No.453691

>>453618
>while still maxing out the graphics
That's your problem. I'll play 320x240 flat shaded if I have to.

A Quake-paced game running at 120fps is hugely better than at 60fps, and even if you're playing something slow, 120fps also lets you use a non-flickering monitor and still get tolerable levels of sample-and-hold blur.

>>453643
FOV always needs to be high no matter how close you are to the display. Just like the bullets in shmups need to go above the explosions. Playability always trumps realism.

>> No.453703

>>453663
PAL is only superior when you've already given up on good motion quality.

>> No.453719

>>453643
>[Framerate is] one of the bigger problems that video games as a whole have had since the first 3D consoles.
I'm not denying that. However, while the N64 suffered bad framerates in some games, this wasn't universal. Factor 5 tried to hit 30fps at all times.

Nintendo hit 30fps solid with Mario 64.

http://www.youtube.com/watch?v=JOFyuhIkvT4

However, they locked the Zelda games at 20fps because they were doing stuff in between frames and all the timings relied on the framerate.

Rareware didn't give a shit, as we all know. However, they did provide options to improve the framerate, such as letterboxing and vertical splitscreen.

>> No.453720

>>453663
>FPS games were originally meant to be played on a keyboard. Without a mouse.
Because there was no such thing as a mouse. They were designed differently, with no 3D aiming. With the mouse becoming a standard peripheral, this quickly changed. Oh, and mouse control greatly improves those games as well, like Doom for example.

Besides, I have no idea what any of this has to do with this conversation, since we aren't talking about those games.

>Just because something is better doesn't mean everyone should be forced to use it.
Sure, you don't have to use it. It's better, but you don't have to use it.

>I use a screwdriver to drive nails! It works! I don't know why everyone gives me funny looks and tells me to use a hammer, using the back end of a screwdriver is my preference! Elitism!

>>453691
>FOV always needs to be high no matter how close you are to the display.
False.
http://www.youtube.com/watch?v=blZUao2jTGA

>> No.453725

>>453719
>However, while the N64 suffered bad framerates in some games, this wasn't universal.
You're right. There were some games with a good framerate, like F-Zero X... and uh..

...um... help me out, here?

>> No.453756

>>453703
>PAL is only superior when you've already given up on good motion quality.
Colour accuracy or motion quality? You choose.

>>453691
>>A Quake-paced game
See, that's kinda the problem. N64 FPS games were kinda the anti-thesis of Quake. Goldeneye and Perfect Dark were based on Virtual Cop, and the rail shooter elements were toned back and replaced with a collusion system and objective based gameplay inspired by Mario 64.

The lower framerate drove Rareware to de-emphasize the "shooting" part of the FPS in favor of more objectives and dynamic gameplay.

This obsession with no blur and rapid motion far beyond anything a normal game will have is kinda irrelevant. Not to say it isn't a valid topic.

>> No.453757

>>453720
The only thing you need to consider when setting the FOV is how much distortion you're willing to accept. The only reason you even want to limit distortion is because it makes precise aiming more difficult. This actually ties in with mouse control - part of the reason console FPSs all have such bad FOV is because they can't afford to sacrifice any aiming precision for better visibility.

>>453725
Mischief Makers.

And now we've listed all the good N64 games.

>> No.453772

>>453725
>You're right. There were some games with a good framerate, like F-Zero X... and uh..
Mario 64.
Anything by Factor 5.
I haven't playtested on a real N64 in some time, but there are over 300 N64 games. A significant number of them run at a reasonably consistent 30fps.

Then there are games like Ocarina of Time and Majora's Mask. They were locked at 20fps for technical reasons, but the N64 hardware could have run them at a higher framerate.

>> No.453775
File: 29 KB, 512x512, colors.gif [View same] [iqdb] [saucenao] [google]
453775

>>453756
>Colour accuracy or motion quality? You choose.

Are you retarded? Human visual system is absolutely shit at resolving colors (pic related), why would you even consider sacrificing motion quality for color accuracy?

>> No.453784

>>453772
>Mario 64.
>Anything by Factor 5.

30fps is "good" by N64 standards, but it's not actually objectively good by normal, non-fanboy standards.

>> No.453787

>>453772
>A significant number of them run at a reasonably consistent 30fps.
I said a GOOD framerate. 30fps is "barely acceptable."
60 is good. Anything above is great.

>> No.453790

>>453757
>And now we've listed all the good N64 games.
It's this pissy attitude which annoys me.

A few good N64 games:
Goldeneye.
Perfect Dark.
Mario 64.
Banjo Tooie.
Banjo Kazooie.
Conker's Bad Fur Day.
Body Harvest. (Precursor to GTA 3.)
Diddy Kong Racing.
Donkey Kong 64.
Harvest Moon 64.
Indiana Jones & the Infernal Machine.
Paper Mario.
Mischief Makers.
Jet Force Gemini.
Rayman 2.
Pokemon Snap.
Rocket - Robot on Wheels. (First physics-engine driven platformer game)
Super Smash Brothers.
Zelda - Ocarina of Time.
Zelda - Majora's Mask.
Rainbow 6.
Sin & Punishment.
Mission Impossible.
Turok 3.
Yoshi's Story.
Vigilante 8.
Wonder Project J2.

>> No.453798

>>453787
>I said a GOOD framerate. 30fps is "barely acceptable."
>60 is good. Anything above is great.
And it's this elitism which is killing /vr/.

>> No.453807

>>453787
60fps is barely acceptable.
120fps is good.
180fps is great (and yes, I used to game at 180fps, 640x480 minimum detail on a high-end CRT).

>> No.453814

>>453784
>30fps is "good" by N64 standards, but it's not actually objectively good by normal, non-fanboy standards.
Real life isn't objectively good by normal, non-fanboy standards.

>> No.453819

>>453807
>180fps is great (and yes, I used to game at 180fps, 640x480 minimum detail on a high-end CRT).
Please tell me you're not playing fucking Quake.

>> No.453824

>>453798
The vast majority of on-topic games run at 60fps. It's only 5th gen fanboys calling this "elitism". IMO 5th gen never should have been allowed on /vr/.

>> No.453825

>>453798
Oh, please, cry me a river. It was a problem from day one, 3D games, especially on consoles, took that step backwards and never really recovered from it. It's definitely a sour spot when kids who grew up with consoles like the PS1 or N64 spout nonsense about 30fps being "good".

>> No.453835

>>453819
This was Quake 3. And yes, I know about the exploitable 125fps physics rounding errors.

>> No.453859

>>453824
>IMO 5th gen never should have been allowed on /vr/.

>It's definitely a sour spot when kids who grew up with consoles like the PS1 or N64 spout nonsense about 30fps being "good".
I'm a hardcore PC fanboi. 45fps is also good. The fact we have suck-ass static refresh rates is the more significant technical problem.

>>IMO 5th gen never should have been allowed on /vr/.

Try telling Sega Saturn fans that.

>> No.453882
File: 25 KB, 250x302, 250px-Turrican_II_cover.jpg [View same] [iqdb] [saucenao] [google]
453882

>>453824
>The vast majority of on-topic games run at 60fps.
Except the ENTIRE catalog of European games from the Atari to the SNES. They run best at 50fps.

>> No.453892

>>445967

no way, most of the games ran fine.

>> No.453903

>>453882
And we can completely ignore them because they're inferior to the NTSC versions. I used to import all my non-portable console games for this very reason.

>> No.453917

>>453892
Hardly any of them ran anywhere close to "fine". And every post-5th console has followed this pattern. People buy games based on screenshots and low framerate video sharing sites, there's no hope for improvement.

>> No.453920

>>453882
>Except the ENTIRE catalog of European games from the Atari to the SNES. They run best at 50fps.
Isn't it nice how American NTSC 60Hz elitists like to pretend that the far superior technologically European games industry either didn't exist, or the fact they all made 50Hz games isn't significant?

This has been a damn fun thread. A lot of valuable technical discussion. *CTRL+S*

>> No.453927

>>453903
>And we can completely ignore them because they're inferior to the NTSC versions.
Are you on drugs? The PAL versions were the native versions. The actual games made by the developers. The NTSC version were generally sped up 60Hz ports.

>> No.453942

>>453917
>People buy games based on screenshots and low framerate video sharing sites, there's no hope for improvement.
Two words. Mario 64. Demonstrate to me how Mario 64's 30fps framerate in any way prevented it from being the definitive 3D platformer.

>> No.453960

>>453903
>>I used to import all my non-portable console games for this very reason.

Why the fuck would the sped-up NTSC port of a British game be better than the original PAL version running at the correct speed? Sure, maybe there are exceptions, but in general it sounds like a pretty dicky thing to do.

>> No.453962

>>453942
They didn't, but it was a flaw. You... do understand that concept, right? That a game can be good, but have flaws? That's a thing.

>> No.453978

>>453962
>They didn't, but it was a flaw.
If said flaw in no way affects the game, it starts to become a little bit ridiculous. We could start picking apart the "flaws" in human vision, the ones which are quite "real" but in no way impair your ability to see on a day to day basis.

>> No.453987

>>453927
>>453960
I'd much rather play a game 17% too fast than tolerate either 50Hz flicker or LCD sample-and-hold blur. And I can't think of a single console game from a European developer I'd actually want to play.

>> No.454002

>>453978
>human vision has flaws
>therefore it's totally okay to add additional flaws

Fanboy logic at its finest.

>> No.454010

>>453987
>And I can't think of a single console game from a European developer I'd actually want to play.

I hate this bias. The British made the BEST games of the 80's and 90's. Amazing games. Games which were indisputably more graphically and musically than most of their Japanese\American counterparts.

>> No.454019

>>454010
You sound like the kind of person who praised the ZX Spectrum (a system with exactly zero good games).

>> No.454028

>>454010
There's a reason the term "euroshmup" is an insult.

>> No.454034

>>453987
>And I can't think of a single console game from a European developer I'd actually want to play.
Factor 5:
To say it bluntly, in that respect it seems that European and Japanese companies -- with few exceptions -- are simply better. Rare has gathered the cream of the European programming elite, and it's quite visible that they're technically ahead.

>> No.454047

>>454034
Good by N64 and PS1 standards, not good compared with all the other games I could be playing.

>> No.454059

>>454028
>There's a reason the term "euroshmup" is an insult.
Used to paint an entire class of game using a few shitty games as an example.

>> No.454075

>>454047
>Good by N64 and PS1 standards, not good compared with all the other games I could be playing.
Actually, British developers made excellent PC games, too. But you probably hated them because they were too slow paced and intelligent.

>> No.454083

>>454059
Used to paint an entire class of game using the overwhelming majority of games as examples.

>> No.454148

>>454075
PC games don't suffer from PAL, so there's no problem here. And you're right, there are several excellent PC games from British developers. Still can't think of any great console or arcade games from European devs.

>> No.454213

>>454148
>can't think of any great console or arcade games from European devs.
Try going on a standard "post great retro music" thread on /vr/. You'll find all the British games you want.

>> No.454281

>>454213
Lots of great European game musicians, yes. I posted a lot of those links myself. It's great how we can listen to their works now without having to suffer through the shitty games it was tied to.

>> No.454362

The ignorance of Amerifags astonishes me.
Psygnosis were British. [Lemmings, Worms, Alundra, Shadow of the Beast, etc.]
DMA Designs (aka Rockstar Games) were British. [Lemmings.]
Factor 5 were British.
Probe Software were British. Look at all those games you didn't play because there were no good British games.

Commodore 64/128
OutRun Europe
Smash TV
Teenage Mutant Ninja Turtles
Trantor: The Last Stormtrooper
Turbo OutRun

Amiga
Alien 3
Mortal Kombat
Mortal Kombat II
OutRun
Teenage Mutant Ninja Turtles
Viz

Master System
Alien 3
Back to the Future III
Daffy Duck in Hollywood
Mortal Kombat
Mortal Kombat II
OutRun Europa
Road Runner: Desert Speedtrap
The Flash
The Terminator
T2: The Arcade Game (Terminator 2)

Game Boy
Bram Stoker's Dracula
Fifa 96
Jelly Boy
Judge Dredd
Mortal Kombat
Mortal Kombat II

Game Gear
Alien 3
Batman Forever
Bram Stoker's Dracula
Daffy Duck in Hollywood
Mortal Kombat
Mortal Kombat II
OutRun Europa
Primal Rage
Road Runner: Desert Speedtrap
Rise of the Robots
The Terminator
T2: The Arcade Game (Terminator 2)

Mega Drive/Genesis
Alien 3
Batman Forever
Daffy Duck in Hollywood
Foreman For Real
Jelly Boy (unpublished)
Judge Dredd
Mortal Kombat
Mortal Kombat II
Primal Rage
The Terminator
T2: The Arcade Game (Terminator 2)
The Incredible Hulk

NES
Bram Stoker's Dracula
Alien 3
Robocop 3

Super NES
Alien 3
Batman Forever
Jelly Boy
Judge Dredd
Stargate
The Incredible Hulk
T2: The Arcade Game (Terminator 2)
Virtual Soccer

>> No.454371

>>454362

Saturn
Alien Trilogy
Bubble Bobble also featuring Rainbow Islands
Destruction Derby 2 (unreleased)
Die Hard Trilogy
Fifa 96
Hexen
Mortal Kombat 2
Primal Rage

PC
Alien Trilogy
Bubble Bobble also featuring Rainbow Islands
Die Hard Trilogy
Extreme-G 2
Forsaken
Judge Dredd
Re-Volt
X-Men: Children of the Atom

The Commodore 64 was dominated by British games.
TETRIS is European, for fuck's sake!

>> No.454387

>>454362
>>454371
Some of those games are ports of American games done by Probe Software. But a lot of them are indeed British games.

>> No.454410

>>454371
>>454362
So many ports of other developers' games... so many BAD games...

>> No.454424
File: 108 KB, 400x550, 1-Battletoads_1.jpg [View same] [iqdb] [saucenao] [google]
454424

>>454281
>It's great how we can listen to their works now without having to suffer through the shitty games it was tied to.
It's not always easy to tell if the games were shitty because of the era, or because of the developers. American developers mostly made shit games, too.

There's also the problem of British games being mind-numbingly difficult. Though this isn't actually a design flaw, just sadist game designers.

See Battletoads.

It's funny that both Teenage Mutant Ninja Turtles and Battletoads were British.

>> No.454432

>>454362
>portable systems, PC
No PAL issues, irrelevant to this discussion

Commodore 64 has no good exclusives by modern standards. Why should I care about inferior arcade ports?

And Tetris is a genuinely great concept, but it took Arika's TGM series to turn it into a great game.

>> No.454505
File: 83 KB, 720x540, snes-shadowrun-2.jpg [View same] [iqdb] [saucenao] [google]
454505

>>454410
>So many ports of other developers' games... so many BAD games...
Shall we start listing all the shit games from American developers next? Such as E.T.?

>>454019
>You sound like the kind of person who praised the ZX Spectrum (a system with exactly zero good games).

All the good ZX Spectrum games were mostly made by Rareware. If you hate Rareware, that's your issue.

Jetpac
Pssst
Tranz Am
Cookie
Lunar Jetman
Atic Atac
Sabre Wulf
Underwurlde
Knight Lore
The Staff of Karnath
Entombed
Alien 8
Nightshade
Gunfright
Blackwyche
Imhotep
Outlaws
Dragon Skulle
Cyberun
Pentagram
Martianoids
Bubbler

>>454432
>No PAL issues, irrelevant to this discussion
It is relevant. Just showing that the British have always been making good games. Some people like to pretend the British never contributed anything.

Interestingly, remember Shadowrun on SNES? It was Australian, meaning it was from a PAL region.

>> No.454529

>>454505
ZX Spectrum games have N64-style framerates without even the excuse of better image quality than the competition. I've played about half of those, I don't need to play the rest to know they're not worth playing.

>> No.454539

>>454432
>Commodore 64 has no good exclusives by modern standards.
Exclusives are irrelevant. You're missing the point about British development.

The British were more technologically advanced because they had the demo scene, and they pushed hardware harder than their American counterparts.

>> No.454546

>>454505
>Shall we start listing all the shit games from American developers next? Such as E.T.?
Why? I'm not making claims like "There are many good American-developed games!"

>> No.454551

>>454529
>ZX Spectrum games have N64-style framerates
Fun fact. Goldeneye contains a ZX Spectrum emulator and all of Rareware's games. Needs to be hacked to be usable, though.

Donkey Kong 64 contained a playable version of Jetpack from the Spectrum, and it was a pretty good game.

Rareware = slow framerates. So what? We all know this.

>> No.454556

>>454546
>Why? I'm not making claims like "There are many good American-developed games!"
The list contains many very good games. If you can't see this, you're blind.

>> No.454571

>>454539
I really don't give a shit how "technically advanced" a game is. I still play games from the 80s. I do know that a game at 50fps is significantly less fun than the same game at 60fps (even if it's slow paced, it still forces me to chose between serious flicker or sample-and-hold blur), and no level of technical advancement can get around that.

>> No.454576

>>454556
>The list contains many very good games.
And how many of those "very good games" were even made by European developers?

Not ported, created. I mean, I guess there's Tetris.

>> No.454579

>>454546
The problem with British games is that Amerifags didn't hear of them, didn't play them, and therefore they assume that they must all be rubbish.

And I'm tired of this shmup obsession. Shmups are not something you base an entire evaluation around.

>> No.454592

>>454579
>The problem with British games is that Amerifags didn't hear of them, didn't play them, and therefore they assume that they must all be rubbish.
You forgot "And even people claiming to be fans of them can't provide examples of them" since all we've got in this thread is "Go look at game music threads" and a giant list of ports of games from other developers.

>> No.454613

>>454576
>And how many of those "very good games" were even made by European developers?
Try this list:

ACME Animation Factory
The Adventures of Bond... Basildon Bond
Alien Trilogy
Alien3
Alien3
Alien3
Armorines: Project S.W.A.R.M.
Back to the Future Part III
Batman & Robin
Batman Forever
Batman Forever
Body Count
Bram Stoker's Dracula
BraveStarr
Bubble Bobble also featuring Rainbow Islands
Bugs Bunny in Double Trouble
Bust-A-Move 2: Arcade Edition
Dan Dare III: The Escape
Dan Dare III: The Escape
Desert Speedtrap starring Road Runner and Wile ...
Die Hard Trilogy
Die Prestige Sammlung
Disney's Beauty and the Beast
Disney's Beauty and the Beast
Dynamic Duo
Extreme-G
Extreme-G: XG2
The Fantastic Four
FIFA Soccer 96
FIFA Soccer 96
The Flash
Forsaken
Gunship
Hurricanes
The Incredible Hulk
International Speedway
Jelly Boy
Jelly Boy
Jeremy McGrath Supercross 98
Joysoft Classics Volume 1
Judge Dredd
Lazer Tag
Okano Software Classics: Volume 3
OutRun Europa
Overlord
The Pagemaster
Re-Volt
RoboCop 3
RoboCop 3
Savage
Sega Chess
Stargate
Stargate
The Terminator
Trantor the Last Stormtrooper
Virtual Soccer
Viz: The Game
WWF War Zone

>> No.454619

>>454424
>It's funny that both Teenage Mutant Ninja Turtles and Battletoads were British.
Actually, TMNT was Japanese. The ports were British. Battletoads, naturally, is British.

>> No.454629

>>454613
Yeah. That list does indeed speak for itself.

>> No.454642

>>454592
Dude, it's hard to track down which retro games were by American devs and which were by British devs. Nobody seems to have made lists. Or, you know, guides to whether the PAL or NTSC versions of said games were better.

You know that Space Station Silicon Valley everyone harps on about for the N64? British. By the same team who make the Grand Theft Auto games.

>> No.454648

>>454629
>Yeah. That list does indeed speak for itself.
The Die Hard Trilogy is considered one of the best PSX games.

>> No.454697

And here's more:

Rebellion:
Alien vs Predator (Jaguar game)
Aliens versus Predator

Argonaut:
Croc games.
Star Fox.

Core Design:
All the Tomb Raider games.

Bitmap Brothers:
Xenon (1988)
Speedball (1988)
Xenon II: Megablast (1989)
Cadaver (1990)
Speedball 2: Brutal Deluxe (1990)
Gods (1991)
Magic Pockets (1991)
The Chaos Engine (1993)
The Chaos Engine 2 (1996)
Z (1996)
Speedball 2100 (2000)
Z: Steel Soldiers (2001)

Take a look at Wikipedia's list:
http://en.wikipedia.org/wiki/Category:Video_game_companies_of_the_United_Kingdom

>> No.454705

>>454613
You missed the only game I can think of that's a good argument for paying attention to 50Hz releases: Sensible Soccer (Amiga).

Cannon Fodder would count too, but it got so many ports there must be at least one good 60Hz optimized version.

But even so, I'd rather play these at the wrong speed than suffer PAL flicker or sample-and-hold blur.

>> No.454716

>>454705
>PAL flicker or sample-and-hold blur.
Where do you actually live? Generally, only people who are used to NTSC are capable of seeing PAL flicker.

>> No.454740

>>454716
UK, but unlike some of my fellow citizens I'm not in denial about our shitty TV standards.

(also, most Americans are in denial about 3:2 pulldown, but that's irrelevant to games)

>> No.454757

>>454740
>>UK, but unlike some of my fellow citizens I'm not in denial about our shitty TV standards.

I'm in Australia, and I've never had any issues with the PAL standard. Back in the 90's, the biggest issue was framerate, which didn't matter because British games (Rareware, mostly) were supposed to run at 50Hz, and clarity - PAL has better colours and higher resolution than NTSC.

>> No.454763

>>454716
And I don't mean to imply NTSC flicker is good either.

PAL flicker is painfully bad, NTSC flicker is merely annoying.

120Hz CRT > 120Hz LCD > 60Hz CRT >>>>> 60Hz LCD = 50Hz CRT > 50Hz LCD

>> No.454770

>>454763
>PAL flicker is painfully bad, NTSC flicker is merely annoying.
But I don't even SEE the flicker. That said, I haven't used a CRT since 2009. Some people simply don't see the 50Hz flicker of a PAL TV, and I suppose this must frustrate those who do.

>> No.454793

>>454770
Are you the same person claiming Perfect Dark is better than Quake? It seems your brain functions abnormally slowly. I'm sorry to hear you lost the genetic lottery. If you're lucky somebody might find a cure in your lifetime.

>> No.454796

>>454763
>PAL flicker is painfully bad, NTSC flicker is merely annoying.
Is the flicker even relevant when we're generally playing these games on an LCD display anyway?

What about PC monitors? Emulation? In the long run, is being slavishly loyal to the 60Hz standard which just so happened to be used by America, and Japan thanks to an American invasion? China doesn't use NTSC anymore - they switched to PAL.

>> No.454824

>>454796
The flicker is highly relevant for fixed framerate games because it's the only way to get sharp looking motion. See http://www.blurbusters.com/ . This is true even for emulation. I emulate 60fps games on a 120Hz LCD with software black frame insertion to simulate CRT flicker.

Variable framerate PC games can run at 120fps, which reduces the sample-and-hold blur to a tolerable level without needing flicker, but this isn't an option for console or arcade games.

The 60Hz standard is pathetically low, and 50Hz is obviously worse.

>> No.454842

>>454793
>It seems your brain functions abnormally slowly. I'm sorry to hear you lost the genetic lottery. If you're lucky somebody might find a cure in your lifetime.
Worth noting modern PAL TV's run at 100Hz.

>> No.454874

>>454842
They refresh at 100Hz but they can't display 100fps signals, only interpolated 50fps, which makes them completely worthless for games, because it accept unacceptable control latency, and it's mathematically impossible to get around this problem. There are no consoles that output 100fps signals anyway.

>> No.454878

>>454824
But what do you do about 50fps games? What's where your entire arrangement falls apart, as well thought out as it is.

>> No.454918

>>454878
So far we have managed to identify exactly one game that is best at 50fps: Sensible Soccer.

In that very rare case, I already said I'd rather run it at the wrong speed.

>> No.454931

>>454697
I just watched some Xenon II. It's so ridiculously euroshmuppy you'd think it was a joke if the graphics weren't so good. Seriously, did none of these devs ever play an arcade shmup? Even Space Invaders is better than this crap. And Xevious is 7 years older but so far ahead it's hard to believe people actually thought Xenon II was good.

>> No.455013

>>454918
>So far we have managed to identify exactly one game that is best at 50fps: Sensible Soccer.
By the time we get to the NES\SNES\N64\PSX era, we start to face the problem of the PAL versions being better because:
Bug fixes.
Higher resolution.
Developers improving the PAL version either because they had more time or because they were a PAL region developer.

Battletoads, for example, has a superior NES PAL version.

Lemmings can run in PAL\NTSC, but PAL is native.

It's debatable whether games like Wipeout were 'meant' to be played in PAL or NTSC since the developers are quite obviously British.

It's something you have to deal with on a case by case basis. We've already established that Rareware + NTSC = Terrible.

>> No.455032

>>455013
>Wipeout
Interestingly, the PAL version of Wipeout always came out first. Which is a reversal of a common trend. I'm inclined to think the PAL version is the correct one, if you're trying to archive games, etc.

>> No.455050

>>455013
Battletoads has a fully optimized NTSC port, running at the correct speed. The Japanese version has a more reasonably difficulty and fixes the player 2 bug too, so that's a good candidate for best version.

Lemmings is so painfully boring it doesn't matter which version is best.

All the console Wipeouts have low framerates so again it's irrelevant.

>> No.455076

>>455050
>Battletoads has a fully optimized NTSC port, running at the correct speed.
Wasn't the NTSC port of Battletoads broken in 2 player? Rareware games have always had good NTSC ports, speedwise, but NTSC Perfect Dark 1.0 had a cartridge destroying buffer overflow bug.

>> No.455094

>>455050
>The Japanese version has a more reasonably difficulty and fixes the player 2 bug too, so that's a good candidate for best version.

Um, but just because it's easier doesn't make it better. Just saying.

And I see you did mention the 2 player bug. But the Japanese version? Seriously? The Japanese Perfect Dark is easier, too. And it doesn't have the bug which fucks the save games permanently. But we don't treat that as the ideal because the PAL version is the best version.

>> No.455103

>>455076
Not the Japanese version. It also has lower difficulty, which arguably makes it better.

If anybody really cared it should be possible to compare the code of the US and Japan versions and hack the bug fix into the US version. It's only a single level that's broken for player 2 so it's probably not worth the effort.

>> No.455131

>>455050
>running at the correct speed
But not running at the higher PAL resolution.

The resolution was one thing which helped give PAL an advantage all through the 90's until now. Look at a PAL DVD vs an NTSC one.

NTSC - 720x480 at 23.976fps
PAL - 720x576 at 25fps

Sure, the 4% speedup was a bit annoying from a purist standpoint, but the PAL standard offered both better colours and higher resolution. Was it any wonder people kept on using it?

>> No.455141

>>455094
It's arguable that the US/UK versions of Battletoads are excessively difficult. They're at the top end of NES difficulty. If you really think the higher difficulty is more fun then the ultimate version would be the US version with the JP bug fix hacked in.

PAL Perfect Dark and NTSC Perfect Dark both run at very low framerate, so PAL vs. NTSC doesn't matter. You can run them both on an LCD with no loss of motion quality. The difference between 50fps and 60fps like with Battletoads is much more serious, for reasons already discussed.

>> No.455178

>>455131
PAL DVDs have 20% more pixels. That's worth the tradeoff of incorrect audio, which is a minor tradeoff anyway for the majority of people without absolute pitch perception.

PAL NES games have only 7% more pixels. That's absolutely not worth the much more serious tradeoff of either sample-and-hold blur or extreme flicker (because of the lower refresh rate), plus reduced motion quality (because of the lower framerate, which is the same as the refresh rate).

>> No.455202

>>455178
(That's PAL native NES games. Most NES games are NTSC native and have 0% more pixels and 17% lower speed in the NES version, as well as the previously mentioned drawbacks.)

>> No.455218

>>455141
>PAL Perfect Dark and NTSC Perfect Dark both run at very low framerate
Actually, it matters a whole lot because the PAL version of the game has some changes under the hood to increase the framerate. (Goldeneye was the same.) The internal timings of the game being set to 60Hz in the NTSC version makes elevators move faster, and the Farsight weapon behaves differently in terms of how far it can render.

And with Battletoads, people tend to assume the PAL version is slightly "slower" when with a British developer, it's likely the NTSC version is the one at fault.

If you're going to play a game from a British developer, it makes sense to me to play the version with the intended refresh rate and timings.

Then we get into Factor 5 games, the subject of this thread. They trired to make the games run at 25\30fps at all times. This is half the refresh rate of PAL\NTSC. The PAL version of the games have a slower refresh rate\framerate cap, but have higher resolution. They're arguably the "ideal" version since the developer were originally from Germany, and they consistently made better PAL versions.

>> No.455240

>>455178
>reduced motion quality
What about the improved colour of PAL? Does this factor in at all? Especially when we're talking native PAL games?

>> No.455250

>>455218
The NTSC and PAL versions of Battletoads are both optimized to run at the correct speed. I assume the PAL version is the original, but there's no way to tell without asking the devs.

Perfect Dark apparently did not receive this level of care, so you have a valid argument that the PAL version (on an LCD) is the best version. Not that I'd want to play either.

>> No.455275

>>455240
It doesn't matter at all because you're not an idiot and you've modded your consoles for RGB or component (if it doesn't support it by default).

Also see >>453775

>> No.455301

>>455250
>Perfect Dark apparently did not receive this level of care
I talked to Martin Hollis on twitter once. He said the NTSC version was the "main" version, but that they worked on the PAL version longer and improved aspects to make it run faster, and they fixed the very nasty buffer overflow bug. Which figures since they were, after all, British. You tend to give your native country the best version of things you make.

Look, PAL vs NTSC is a very subjective thing, beyond the raw science that 60fps is better than 50fps for motion.

When I played Resident Evil 2 on PS2, I preferred PAL 50Hz mode over the optional PAL 60Hz mode with lower resolution. For me, 50Hz PAL looked crisper and the motion was acceptable.

>> No.455412
File: 67 KB, 750x600, jiFfM.jpg [View same] [iqdb] [saucenao] [google]
455412

ITT

People arguing over PAL and NTSC instead of Factor 5's, and people using this infallible logic:

>60fps is minimum.
>N64 only has a few 60fps games. Many N64 games play best on the hated PAL standard.
>Therefore the N64 is shit and everyone should stop playing N64 games.
>And Moot should ban all 5th generation consoles from /vr/ because I don't like them.
>Oh, and the ZX Spectrum, because only British people used it and all British games suck.

Can't we all just chill out and talk about the technology in N64 games or the console or Factor 5 or Rareware or something? Watching PAL and NTSC devotees argue is depressing because it's an unwinnable argument which relies upon PAL devotees deciding that PAL is blurry\not smooth.

>> No.456001

Damn, this thread has a lot of posts now...

Just a shame we can't emulate Factor 5's stuff, because I'd love to have a screenshot gallery.

>> No.456001,1 [INTERNAL] 

2ch.hk sup