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Micro Code

The document discusses the graphics capabilities and software of the Nintendo 64 video game console. It mentions that some games like Star Wars: Rogue Squadron and Star Wars: Battle for Naboo used microcodes and landscape engines to enable streaming of data and landscapes. It also notes that Factor 5 developed games like Indiana Jones and the Infernal Machine for the N64.

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Nose Nolose
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0% found this document useful (0 votes)
229 views

Micro Code

The document discusses the graphics capabilities and software of the Nintendo 64 video game console. It mentions that some games like Star Wars: Rogue Squadron and Star Wars: Battle for Naboo used microcodes and landscape engines to enable streaming of data and landscapes. It also notes that Factor 5 developed games like Indiana Jones and the Infernal Machine for the N64.

Uploaded by

Nose Nolose
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Their software far better than SGI's generic software (e.g.

, Factor 5, Boss Game


Studios, and Rare).
Two of the SGI microcodes
* Fast3D microcode: < ~100,000 high accuracy polygons per second.
* Turbo3D microcode: 500,000 600,000 normal accuracy polygons per second.

Generic basic N64 SDK's, both for SGI and N64. debuggers.
ver selgus,tiene muchas fuentes
Well I have lots of source archives to games... though they haven't been leaked.
The thing is with many games, the sources are close to useless without their too
ls to converting assets and data.
Back in the day, our tools and code were very tightly coupled, as thats how we
got the performance and minimum code size.
One of my friends once wrote a Game Developer magazine article on a patch genera
tion microcode for the N64's RCP, that was published.
Though I don't know if any game ever used it.
--Selgus
Together with the article on RE video compression, these are the only two publis
hed examples of RSP ucode, aren't they?
-Factor 5 Indiana Jones and the Infernal Machine
Rogue Squadron-star Wars: Battle for Naboo -landscape engine..
streaming data,para suplir la poca ram
landscape hecho con microcodes en roge
write a particle system for the RSP co-processor in microcode

----naboo e indiana
Shadows of the Empire has a debug code that allows you to disable Anti Aliasing

and other effects


yet the image output does not improve. The only time it does is when running in
higher resolutions.
The only advantage the N64 has over the DS is floating point support, image qual
ity (due to the
FP support and slightly higher overall resolution) and a slightly more flexible
GPU.
The faster CPU is nullfied because the N64 has to do all transformation, lighti
ng and sound
processing via software while the DS has dedicated hardware for that.
The DS is far more optimized and streamlined. You can argue theoretical polygon
throughput all day,
but the DS can reach the maximum throughput with all effects on at 60fps, while
N64 games
like F-Zero X had to make extreme sacrifices to reach such framerate.
Calling DS graphics "PS1 level" solely because the textures aren't filtered is i
gnorance.
Games like Tales of Innocence and Nanostray 2 are borderline Dreamcast in model
s
and texturing.
A programmable vector unit somewhat similar to the VUs on the PS2.
naboo e indiana
World Driver Championship boss games.mp3
Angel Studios wrote a MPEG-1 pa resident evil2

-Factor 5 Indiana Jones and the Infernal Machine


Rogue Squadron-star Wars: Battle for Naboo -landscape engine..

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