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  1. the Sega Saturn Pope

    Yuji Naka vs. Mike Wallis - Who's Right?

    Is there any other way to do it?
  2. the Sega Saturn Pope

    Yuji Naka vs. Mike Wallis - Who's Right?

    Knight, awesome. If I were to run a decompiler on Burning Rangers or 3D Blast, could you compare that to what you have? It seems inefficient to me that they would not re-use anything as per Naka's claim (or maybe it is a bad translation). But I'm obviously not a programmer.
  3. the Sega Saturn Pope

    Yuji Naka vs. Mike Wallis - Who's Right?

    Knight, regarding point 1, is this based on interview comments? Or have you decompiled it? Or, something else? Regarding point 2, I tend not to regard the Chris Senn version as a Saturn game, since it was developed for PC. Apparently a third party was porting that though, so if that...
  4. the Sega Saturn Pope

    Yuji Naka vs. Mike Wallis - Who's Right?

    This July, in response to a longstanding claim by Sonic X-Treme producer Mike Wallis, Yuji Naka tweeted a couple of key claims regarding the NiGHTS engine: 1. That NiGHTS was written in Assembly while X-Treme was written in C; 2. "NiGHTS program was so special that it's impossible to use it...
  5. the Sega Saturn Pope

    A Saturn Programming Challenge

    The manual here is apology-free. I doubt there was one in the EU/JP release either since it was only officially canceled in September '98. https://www.gamesdatabase.org/Media/SYSTEM/Sega_Saturn//Manual/formated/Fighter-s_Megamix_-_1997_-_Sega.pdf I see what you mean though I think. On the CD...
  6. the Sega Saturn Pope

    A Saturn Programming Challenge

    OK, and none of the other sound chips could really be utilized either? The sound DSP versus the "regular" DSP? I think, if that is the case, then we can discount anything that source has to say on the matter. This includes that Rich Leadbetter or others saw VF3 Saturn at the Tokyo Game Show...
  7. the Sega Saturn Pope

    A Saturn Programming Challenge

    Adbevers, since you were active during that time, do you have any idea how to get in touch with Sam Pettus? His site/book is where I am getting a lot of information from. Like so many others, he's difficult to get in touch with, having vanished after publishing the Service Games book and a...
  8. the Sega Saturn Pope

    A Saturn Programming Challenge

    No offense was intended by that comment. He mentioned no add-ons would have been greenlit in 1997. I'm a bit fuzzy on the timeline of the thing, but it has been verified that it was in active development at some point, and is not internet BS. In the quest for the truth on VF3, that's an...
  9. the Sega Saturn Pope

    A Saturn Programming Challenge

    Actually, the evidence for the 3D accelerator cartridge is pretty solid: [Part 1] Shenmue Discussion with Yu Suzuki & Developers | IGN Japan Above link has the devs on tape talking about having to re-develop Shenmue twice: Once for the accelerator, and again for the Dreamcast. I know the Yu...
  10. the Sega Saturn Pope

    A Saturn Programming Challenge

    I see. I thought by "standard SGL" you meant the initial development tools. That does seem like an easy mistake to make.
  11. the Sega Saturn Pope

    A Saturn Programming Challenge

    KoD, thanks for your input. Isn't it a bit unusual for something released that late (Dec. '97 JPN according to Wikipedia) to use SGL 1? Shouldn't it use 2.0? Possible resolution: It's been literal decades since I've used SSF, but it used to have options to turn specific processors on and...
  12. the Sega Saturn Pope

    A Saturn Programming Challenge

    OK, so I looked and I didn't find a link about that Burning Rangers claim, but there is this nugget from Sega Saturn Shiro: https://www.segasaturnshiro.com/2020/11/26/shining-force-3-begins/ If true, this proves that later era first-party games used the sound suite for graphical purposes...
  13. the Sega Saturn Pope

    A Saturn Programming Challenge

    Ponut, thanks for your take. The number is indeed well above the theoretical maximum I've seen elsewhere of 500,000 flat-shaded polygons per second (200k textured). As far as interactions with the DSP, would it be possible to incorporate that in graphics processing? I've also read that...
  14. the Sega Saturn Pope

    A Saturn Programming Challenge

    https://www.neo-geo.com/forums/index.php?threads/virtua-fighter-3-saturn.163711/ Honestly, I have no idea. I assume per second? The above link is posted around places. I've been trying to get in touch with ex-Sega employees with little success. It's not much, but all we have to go on. One...
  15. the Sega Saturn Pope

    How to encode videos to be played on real hardware?

    I have no idea, but commenting to follow. My thinking was to get a video CD card for it, then convert anything I want to watch to MPEG-1. As far as booting it, I was hoping that throwing anything on my Fenrir drive might cut the mustard, but I have no idea how these things work. For a...
  16. the Sega Saturn Pope

    A Saturn Programming Challenge

    Hi all, According to internet rumors, Virtua Fighter 3 was able to hit 750,000 polygons onscreen with a trick using the DSP that Suzuki & Co. picked up while creating Digital Dance Mix. My question to anyone with programming knowledge: Is this even feasible? We know for a fact from interview...
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