Just a completely off-topic question.. where are u guys from? it's 5.50am in here
maybe I should get some sleep LOL

Originally posted by M3d10n@May 30, 2003 @ 04:44 PM
Do not be fooled: 3D fighting game characters do use a good chunk of RAM. Did anyone play Rival Schools on the PSX? The arcade version had a tag system, and you could switch characters at will.
Originally posted by fivefeet8+Jun 3, 2003 @ 01:17 AM--><div class='quotetop'>QUOTE(fivefeet8 @ Jun 3, 2003 @ 01:17 AM)</div><div class='quotemain'> <!--QuoteBegin-M3d10n@May 30, 2003 @ 04:44 PM
Do not be fooled: 3D fighting game characters do use a good chunk of RAM. Did anyone play Rival Schools on the PSX? The arcade version had a tag system, and you could switch characters at will.
Originally posted by SegaSquad@Jun 3, 2003 @ 04:42 PM
I finally played it for myself. Graphics are a lot more solid than Last bronx. But the playing feild feels to empty. Backgrounds are nice though. I still don't see why they had to use the Cart. Is saturn really that bad in the 3D department? (don't answer) <_<
Originally posted by WARLORD+Jun 3, 2003 @ 12:11 PM--><div class='quotetop'>QUOTE(WARLORD @ Jun 3, 2003 @ 12:11 PM)</div><div class='quotemain'>Originally posted by fivefeet8@Jun 3, 2003 @ 01:17 AM
<!--QuoteBegin-M3d10n@May 30, 2003 @ 04:44 PM
Do not be fooled: 3D fighting game characters do use a good chunk of RAM. Did anyone play Rival Schools on the PSX? The arcade version had a tag system, and you could switch characters at will.
That's strange. I'm playing the arcade version right now on Zinc and there is no switching players mid gameplay. It's only allows switching characters after each round. What were the buttons to switch?
Originally posted by racketboy@May 31, 2003 @ 04:11 AM
capcom couldn't write good 3D code?
Originally posted by Shakey Jake33@Jun 8, 2003 @ 08:05 AM
Hmmmm... I remember reading in an interview with Capcom in SSM that they tried to port RE2 final, but the processor was too slow for them =/
I believe, and Capcom does too, that had they utilized the twin CPU archetechture properly, it would have been very possible.
It's not that easy... granted, the two CPUs run in parallel and synchronized, but only ONE of them can access RAM at a time. The other either has to wait or find something in its cache to do in the meantime. You can imagine that it takes sophisticated programming to get the most out of both CPUs under these circumstances.
One of the guys who developed VF2 even said that they were able to get about 1.8x as much performance out of the twin CPUs as they would have with a single CPU running at twice the clock speed.
Then the twin video chips, one specializing in 2D (blitting, sizing, rotating), the other in 3D (polygons, textures). Nowadays a single graphics chip does all the work in any video card.
I could go on, but what it comes down to is that the Saturn's architecture is complex. It's kinda a matter of the Saturn's symphony orchestra vs. the Playstation's violin quartet.![]()