MA <3411...@student.csi.cuny.edu> wrote in article
<3290B9...@student.csi.cuny.edu>...
> I really don't think Tekken 2 can be done in N64.
>
> Help my ignorance.
I believe that the actual game can be done but the CG ending couldn't
without the bulky drive.
Jedi
It would miss some of the frills of Tekken, like the FMV sequences at the
beginning and the end, as well as some of the music. Personally, I'd miss
those FMV endings a lot. They actually add a lot to the game.
How much else would have to be trimmed out to fit on a cart is another
issue entirely. I'll leave that to people who can analyze the size of
the code and the texture maps.
--
Martin Terman, Therapy and Behavioral Counseling for Troubled Computers.
Disclaimer: Sticks and stones may break my bones, but flames are just ignored
email: mfte...@access.digex.com home page: http://access.digex.net/~mfterman/
"Sig quotes are like bumper stickers, only without the same sense of relevance"
>I really don't think Tekken 2 can be done in N64.
>
>Help my ignorance.
You're beyond help if you think the N64 would have trouble doing
Tekken 2. The N64 could use the anti-aliasing to make the characters
look smoother and less blocky.
Marco
--
'Right on Commander'
The bottom line is that the only thing that can limit the n64 from doing any
of the games on the 32-bitters, is the space limitations on cartridges. The
n64 is definately powerful enough to do Tekken 2, but some of the fluff like
FMV and redbook audio wouldn't be done because of the space limits on carts.
That's why they're making the 64DD.
-Gary Greene Jr.
Wrong. The N64 could run a 500mhz and it still wouldn't be able to do TK2
as it is on the PSX. It could do the fighting scenes of the game just
fine, but you'd have to subtract the two full soundtracks, the awesome FMV
intro in the beginning, and all the cool FMV endings. Since the PSX
version already does 60fps, the N64 one would just be a cut-down copy.
--
(Ryan Fariss-Law)
und...@primenet.com
: MA <3411...@student.csi.cuny.edu> wrote in article
: <3290B9...@student.csi.cuny.edu>...
: > I really don't think Tekken 2 can be done in N64.
: >
: > Help my ignorance.
: I believe that the actual game can be done but the CG ending couldn't
: without the bulky drive.
Also the music couldn't be done even with the bulky drive. As a matter of
fact, the endings couldn't be done withing 64MB either. Maybe one, but
not hardly all. All in all, a TK2 on the N64 would certainly be as
smooth, but it would lack all the luster of the PSX version.
: Jedi
--
(Ryan Fariss-Law)
und...@primenet.com
On 18 Nov 1996, Marco Verhoeven wrote:
> MA wrote:
>
> >I really don't think Tekken 2 can be done in N64.
> >
> >Help my ignorance.
>
> You're beyond help if you think the N64 would have trouble doing
> Tekken 2. The N64 could use the anti-aliasing to make the characters
> look smoother and less blocky.
>
> Marco
>
> --
> 'Right on Commander'
>
>
I wish to hell nintendo would do something like that.
MA <3411...@student.csi.cuny.edu> wrote in article
<3290B9...@student.csi.cuny.edu>...
<SE7EN> <hexa...@seanet.com> wrote in article
<01bbd4ca$6b32e340$34810ccf@hexahalo>...
> ummm the N64 has double the processing power than that of the PSX and the
> Saturn combined.Wow you really are ignorant.Educate yourself first before
> you start asking or saying dumb commnets like these.You are just making
> yourself look stupid.
>
Gary Melchior <gme...@u.washington.edu> wrote in article
<Pine.A41.3.95b.961118...@homer05.u.washington.edu>...
>
>
> On 18 Nov 1996, Marco Verhoeven wrote:
>
> > MA wrote:
> >
> > >I really don't think Tekken 2 can be done in N64.
> > >
> > >Help my ignorance.
> >
> I really don't think Tekken 2 can be done in N64.
>
> Help my ignorance.
Good question. BUT...
Please post to relevant groups only.
---------------------------------------------------------------------
Jeff Dworak (tv...@sprynet.com) is a horrible "person", the
kind of wretched miscreant who would stalk you for no good
reason. He claims to be a cartoonist of reasonable ability
and a useful member of society, but DON'T BELIEVE HIM! The
truth is he's a filthy, perverted deviant who shouldn't be
polluting bandwidth with his disgusting thoughts.
---------------------------------------------------------------------
A number of very wise people have told me that the only dumb question is
one that is never asked, and I subscribe to that philosophy. You
shouldn't criticize someone asking a perfectly legitimate question. We
can't all be as wonderfully worldly (woah... alliteration...) as you
are, my friend.
What? The N64 can reproduce sound at the same quality as PSX or
Saturn's CD-Rom can. The problem is it eats up a lot of memory. It has
the capability though... DOn't knock the sound! Go check out Star Wars
Shadows of the Empire for kiler sound on the N64!
: Help my ignorance.
it can be done....however, tekken 2 is a good example of how full-motion
video can really add to a game. obviously, that video would be lost
in the translation.
--
.............................................................................
..For Hints/Tips/Tricks/Walkthroughs for 3DO, Playstation, and Saturn games..
............visit The 32-Bit Hint Spot at http://www.ripco.com/~wup..........
.............................................................................
Correct me if I'm wrong, but isn't most CD-track music for computer games
MIDI-generated to begin with? I would think the source MIDI file would
actually give you *better* sound than a CD, at least if the sound chip
could generate 16 bits per channel per synth. And the compression factor
is quite enormous. Or maybe I should just ask you whether you would rather
listen to Gwar on a CD or listen to them live in concert.
>Music could be done, I THINK, just as good on the N64 using the sequencer.
>I'm talking about speach and what not. The graphics would be just as good,
Speech can be digitized quite well. And has been since the early '80s
when even 16 *kilo*bytes of memory were't cheap. Ever heard of the Speak
and Spell? Today's DSP chips are a thousand times more powerful.
By the way, what good is a 650 megabyte POTENTIAL if you WASTE it with
*uncompressed* standard 44kHz stereo audio tracks? Which is why it is
often compressed anyhow. And you can't play uncompressed CD audio tracks
at the same time as that h0t rAd fMv anyhow!!! The read head can only
read one thing at a time.
Regards,
CT Yen.
--
Ham Sandwich is better than nothing.
Nothing is better than Always Lucky.
Therefore, Ham Sandwich is better than Always Lucky.
>ummm the N64 has double the processing power than that of the PSX and the
>Saturn combined.Wow you really are ignorant.Educate yourself first before
>you start asking or saying dumb commnets like these.You are just making
>yourself look stupid.
Totally, utterly false. First of all, you are wrong on technical
levels. The Sony Playstation can play CD quality music and voice, which
is something the N64 can -not- do. The Sony Playstation can play games
that are over 200 MB, which is something that the N64 cannot do. And I
would not be surprised if there were a few technical tricks in processing
that the PSX does that the N64 doesn't.
Second of all, you are a complete ass to go around insulting people.
What did this person ever do to you? You should be ashamed of yourself.
Robert
I wonder: a game like tekken (polygonal fighter) can be done easily
on the N64. Why hasn't it been done? Polygonal fighters seem to be
popular, and the N64 seems to suffer from a lack of software.
I'm I underestimating the difficulties in making a good polygonal
fighter?
--
=============================================================================
Klaus Lindemann li...@iai.fzk.de (email)
I agree that Tekken2 can be done on N64 (well, minus FMV and CD quality
tracks).
Only thing N64 lacks, compared to PSX, is the number of colors, isn't it?
Correct me if I'm wrong... Cuz it's been a while since I read the spec sheet
for either machine.
p.s. at this moment, what N64 lacks is "games!"
pps. Jag and N64....hey,hey...stop that!!!
--
Korea Facility Management
Tel: 82-2-576-1185
FAX: 82-2-576-1187
k...@interpia.net
N64 has more than enough processing power. What it lacks is a medium to
hold all of the FMV, redbook audio, etc. etc.
>Only thing N64 lacks, compared to PSX, is the number of colors, isn't it?
>Correct me if I'm wrong... Cuz it's been a while since I read the spec sheet
>for either machine.
No, both have 24 bit color palette (all 16.8 some-odd million colors)
>p.s. at this moment, what N64 lacks is "games!"
>pps. Jag and N64....hey,hey...stop that!!!
>--
Ed Trempe
Ed Trempe
Gsjjz <gs...@owl.csusm.edu> wrote in article
<32912B...@owl.csusm.edu>...
> chuitiny wrote:
> >
> > N64 can't play music CD. That's for sure.
> >
> > Regards,
> > CT Yen.
>
Bruce Tomlin <bto...@crl.com> wrote in article
<56rcgg$5...@crl3.crl.com>...
> Charles Miller (cwmi...@uiuc.edu) wrote in rec.games.video.nintendo:
>
> Correct me if I'm wrong, but isn't most CD-track music for computer games
> MIDI-generated to begin with?
Yep. VERY GOOD MIDI PROCESSORS THOUGH.... not the ones in the N64. Plus
MIDI samples take A LOT more ram than the N64 has to play with.
> I would think the source MIDI file would
> actually give you *better* sound than a CD, at least if the sound chip
> could generate 16 bits per channel per synth.
Yeah, but it CAN'T hold all the samples.
> And the compression factor is quite enormous.
On the ACTUAL MIDI MAPS but NOT SOUND. SOUND compression is NOT ANYWHERE
NEAR BEING GOOD.
> Or maybe I should just ask you whether you would rather
> listen to Gwar on a CD or listen to them live in concert.
CD because I don't want to slam dance and get pissed on by the singer....
just my PERSONAL opinion. (^_^)
>
> >Music could be done, I THINK, just as good on the N64 using the
sequencer.
> >I'm talking about speach and what not. The graphics would be just as
good,
>
> Speech can be digitized quite well.
Dude.... I think you miss a KEY point. Think about it.
> And has been since the early '80s when even 16 *kilo*bytes of memory
were't
> cheap. Ever heard of the Speak and Spell?
Yeah AND it SOUNDED LIKE SHIT.
> Today's DSP chips are a thousand times more powerful.
Do you know what a DSP does? I think you mean DAC. And it is BETTER but
TAKES A SHIT LOAD MORE RAM.
>
> By the way, what good is a 650 megabyte POTENTIAL if you WASTE it with
> *uncompressed* standard 44kHz stereo audio tracks?
What the hell are you talking about? Why COMPRESS IT? IT ONLY MAKES IT
SOUND WORSE. Plus Why not use what is left of the CD? The game is ALREADY
BIGGER THAN THE N64 CART GAME WILL EVER BE.
> Which is why it is often compressed anyhow.
What? CD music? Redbook CD music? Um.......
> And you can't play uncompressed CD audio tracks
> at the same time as that h0t rAd fMv anyhow!!!
Dude, ever heard of the Mode-2 XA format? Look it up.
> The read head can only read one thing at a time.
No shit? Hu, that just messes up my WHOLE arguement <sacrasam>. Dude, you
aren't making ONE VALID POINT AGAINST the MKT sound sample problem.
Dude, and you seem to not realize that memory gobbling SOUND SAMPLES also
can't be done on the N64 as of now.
David Boddy <cade...@ozemail.com.au> wrote in article
<3290F8...@ozemail.com.au>...
> If GRAPHICS was the ONLY thing in a game would the Saturn still have good
> games?
I say yes to that..
> Dude, and you seem to not realize that memory gobbling SOUND SAMPLES also
> can't be done on the N64 as of now.
Yes, the N64 CAN do sound samples, and it does. It just can't do very many
of them because of cart memory limitations. It still sounds too much like
a SNES to me...
--
Your Gateway to Mermaids on the Internet: Frodo's Mermaid Haus!
http://ourworld.compuserve.com/homepages/merwitch/
E-Mail: merm...@juno.com
MA <3411...@student.csi.cuny.edu> wrote in article
<3290B9...@student.csi.cuny.edu>...
> I really don't think Tekken 2 can be done in N64.
>
> Help my ignorance.
>
Thats exactly what it is ignorance. Too your suprise probably Tekken 2 is
a very small game. I put the CD into my PC cd-rom and read the directories
and files and there is not over 100 megs of data, excluding the cinemas.
So I think that Tekken 1 and 2 could easily be ported over too the N64 with
faster gameplay and better sound effects.
Kingpin <kin...@mcmsys.com> wrote in article
<01bbd5e7$3defada0$32aa9ace@kingpin>...
Frodo <merm...@juno.com> wrote in article
<01bbd5e1$c47ffa60$4248...@75041.1562.compuserve.com>...
> Charles Miller <cwmi...@uiuc.edu> wrote in article
> <01bbd5d2$db607200$bdcaae80@revelations>...
> > Are you trying to say I&B is a bad game? Get your head out of your
butt.
>
> > If GRAPHICS was the ONLY thing in a game would the Saturn still have
good
> > games?
>
> I say yes to that..
Thats right EXACTLY! Graphics AREN'T EVERYTHING. The NES proved that.
>
> > Dude, and you seem to not realize that memory gobbling SOUND SAMPLES
also
> > can't be done on the N64 as of now.
>
> Yes, the N64 CAN do sound samples, and it does. It just can't do very
many
> of them because of cart memory limitations. It still sounds too much
like
> a SNES to me...
Ok, but what you say agrees with the fact that the N64 can't do the MEMORY
GOBBLING SOUNDS. That was my point. The ONLY reason I can think of why
the N64 has bad sound as of now is that the CART can't hold big high rate
samples. Once it gets a real storage media it will be able to do them and
do them BETTER than the other systems.... unless there is a newer system by
then. :)
>Charles Miller (cwmi...@uiuc.edu) wrote in rec.games.video.nintendo:
>>I think if you get RIGHT DOWN TO THE GAME, the part where the two people
>>fight, it can't be done.... as well.
>>The ONLY THING I CAN SEE not being as good is the sound. Sound is quite
>>exspensive to do well and the CART wouldn't be able to hold all of it
>>unless it was severely compressed. Music is not what I'm talking about.
>
>Correct me if I'm wrong, but isn't most CD-track music for computer games
>MIDI-generated to begin with? I would think the source MIDI file would
>actually give you *better* sound than a CD, at least if the sound chip
>could generate 16 bits per channel per synth. And the compression factor
>is quite enormous. Or maybe I should just ask you whether you would rather
>listen to Gwar on a CD or listen to them live in concert.
My 16-bit GUS 'WaveTable' card with 4 Megs of sample memory sounds
pretty damn close. Synthisizers...well, the ones Nintendo can afford
to put in a $200 game will not compare to a nice studio synth costing
more than your car. Score one for the CD music.
>
>>Music could be done, I THINK, just as good on the N64 using the sequencer.
>>I'm talking about speach and what not. The graphics would be just as good,
>
>Speech can be digitized quite well. And has been since the early '80s
>when even 16 *kilo*bytes of memory were't cheap. Ever heard of the Speak
>and Spell? Today's DSP chips are a thousand times more powerful.
Synthesized speech _still sucks_. It sounds stilted, there is no
emotion.
>
>By the way, what good is a 650 megabyte POTENTIAL if you WASTE it with
>*uncompressed* standard 44kHz stereo audio tracks? Which is why it is
>often compressed anyhow. And you can't play uncompressed CD audio tracks
>at the same time as that h0t rAd fMv anyhow!!! The read head can only
>read one thing at a time.
Your audio CD player is a quaint 1-Speed. The saturn's is a double
speed. That FMV is probably MPEG format, which has the audio portion
combined with the video. My PC with a software decoder and a 2-speed
CD-ROM plays full screen video w/ CD sound quite nicely. I think the
console's hardware decoders would do a better job.
Korea Facility Management Co. (k...@interpia.net) wrote:
: Only thing N64 lacks, compared to PSX, is the number of colors, isn't it?
: Correct me if I'm wrong... Cuz it's been a while since I read the spec sheet
: for either machine.
I'm just a 3DO-owning bystander, but I believe the N64 is fully capable
of displaying as many colors as the PSX is. There may be times where
because the N64 has so little space to store graphics on its carts, the
games will use textures that are "less colorful" than those on another
system. I've noticed that the textures in N64 games tend to be quite
small and/or lacking in a large color palette. (they look very nice
though)
Dave Nagy
>SE7ENh...@seanet.com wrote:
>: ummm the N64 has double the processing power than that of the PSX and the
>: Saturn combined.Wow you really are ignorant.Educate yourself first before
>: you start asking or saying dumb commnets like these.You are just making
>: yourself look stupid.
>Wrong. The N64 could run a 500mhz and it still wouldn't be able to do TK2
>as it is on the PSX. It could do the fighting scenes of the game just
>fine, but you'd have to subtract the two full soundtracks, the awesome FMV
>intro in the beginning, and all the cool FMV endings. Since the PSX
>version already does 60fps, the N64 one would just be a cut-down copy.
>--
>(Ryan Fariss-Law)
>und...@primenet.com
A cut-down copy with anti-aliasing and no texture swimming.
MARCEL GONZALEZ <dre...@ix.netcom.com> wrote in article
<56saur$d...@dfw-ixnews7.ix.netcom.com>...
>
>
> All this talk about how N64 sounds are not as good-quality as expected,
> this comes to my mind:
> Wasn't it explained by Nintendo that the N64 sound hardware is somewhat
> similiar to a wavetable? It was said that these sounds can be
> manipulated/synthesized on the fly, creating many different sounds?
> Does the PSX or any other 32-bitter have this feature?
>
>
>
>
_________________________________________________________________________________
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As far as I know, all NG machines have pallettes of 16.7 million colors.
--
-----------------------------------------------------------------------------
Mark Rathwell
E_Mail: mrat...@uoguelph.ca
Web Page: http://www.uoguelph.ca/~mrathwel
This is according to ...? I have no doubt that the N64 is the
most powerful of the lot but I'd like to see where you got your numbers from.
erik landerholm <land...@ece.orst.edu> wrote in article
<Pine.HPP.3.95.961119...@holmes.ece.orst.edu>...
erik landerholm <land...@ece.orst.edu> wrote in article
<Pine.HPP.3.95.961119...@holmes.ece.orst.edu>...
> > Yep. VERY GOOD MIDI PROCESSORS THOUGH.... not the ones in the N64.
Plus
> > MIDI samples take A LOT more ram than the N64 has to play with.
> well if midi samples take so much ram, then i guess the N64 would be
> better at them then the psx or saturn since it has more ram!
>
>
Mark Rathwell <mrat...@uoguelph.ca> wrote in article
<56t0u0$l...@ccshst05.cs.uoguelph.ca>...
> : Only thing N64 lacks, compared to PSX, is the number of colors, isn't
it?
>
> As far as I know, all NG machines have pallettes of 16.7 million colors.
>
> --
>
----------------------------------------------------------------------------
-
Charles Miller <cwmi...@uiuc.edu> wrote in article
<01bbd648$7a6a5940$bdcaae80@revelations>...
> Yes.
>
> MARCEL GONZALEZ <dre...@ix.netcom.com> wrote in article
> <56saur$d...@dfw-ixnews7.ix.netcom.com>...
> >
> >
Of all 43 post I read yousr was the least mature of all of them. I
hope your proud of yourself.
Dave
I believe that the PSX has a wavetable built into it and it works like
MIDI does on the PC (or similar). I think that Beyond the Beyond uses
this wavetable but I don't know of any others. I personally like wavetables,
don't know why really but I have a sound canvas on my PC and compose stuff
using the GM sounds only. In my opinion the only thing that beats the
wavetables is music that is played by an orchestra ... but then again
orchestrated music is the stuff I like and wavetables are build around that
premise ... they don't quite have the same focus for other stuff like
techno.
--
Colin Day
d...@CS.ColoState.EDU
>well if midi samples take so much ram, then i guess the N64 would be
>better at them then the psx or saturn since it has more ram!
MIDI samples should be stored in its own ROM somewhere if the N64
arch works at all like the PC wavetables (barring the ones where you can
edit your sounds ie AWE 32). It wouldn't make sense to take up the system
RAM with the MIDI samples ... that space is supposed to be for the
programs. This is what having a wavetable is.
--
Colin Day
d...@CS.ColoState.EDU
luva...@hotmail.com (Primo) wrote:
>No it can't because the system sucks...no games...lack of third party
>support..wait till playstation 2 comes out..then the already shitty
>graphics on the N64 will look even worse.
What does this have to with the N64's ability to do Tekken2 ? I'll
let you ponder that while I correct your "misinformation."
5 games, 3 more by the end of next month.
Konami, Williams, Rare, Acclaim, Capcom (rumored), Enix are all making
games.
I recall reading that Sony doesn't have any new systems in the works
at the moment on Next-Generation online. Besides, why would they want
to release another system during the prime of their first one?
I think the graphics on the N64 look great. I don't know what
you have against them. They look smooth to me. Anti-aliasing and
mip-mapping make a big difference (Doom and Quake look bad next to
Mario 64).
And the N64 could easily do Tekken2 if it had a medium to hold all of
the FMV.
Ed Trempe
Dave Trenkner <davetr...@mindspring.com> wrote in article
<56tf52$4...@camel2.mindspring.com>...
> luva...@hotmail.com (Primo) wrote:
>
> >No it can't because the system sucks...no games...lack of third party
> >support..wait till playstation 2 comes out..then the already shitty
> >graphics on the N64 will look even worse.
>
: All this talk about how N64 sounds are not as good-quality as expected,
: this comes to my mind:
: Wasn't it explained by Nintendo that the N64 sound hardware is somewhat
: similiar to a wavetable? It was said that these sounds can be
: manipulated/synthesized on the fly, creating many different sounds?
: Does the PSX or any other 32-bitter have this feature?
You can make some interesting sounds with on-board synthesizers, but it
doesn't come close to what CD systems are capable of. Hardware
manipulation of sound is un-needed when you have the ability to store
complete tracks that could have been made on powerful synthesizers, an
order of magnitude more powerful than what the N64 has. Now, if the N64
had a whole bunch of RAM and $10000 worth of synthesizer equipment,
there'd be no problem. :)
--
(Ryan Fariss-Law)
und...@primenet.com
: Correct me if I'm wrong, but isn't most CD-track music for computer games
: MIDI-generated to begin with? I would think the source MIDI file would
: actually give you *better* sound than a CD, at least if the sound chip
: could generate 16 bits per channel per synth. And the compression factor
: is quite enormous. Or maybe I should just ask you whether you would rather
: listen to Gwar on a CD or listen to them live in concert.
Hmmm...Lemme think about that. If the original source of music in a CD
game is MIDI, it is almost certainly not what the final product is. I
imagine that in the case of using MIDI, the MIDI would be 'rendered' or in
other words appropriate sound segments (from a professional synth or real
instruments) would be substituted in and the whole thing would be written
to a large, raw sample, or at least this is something similar to what you
might do on a PC. Either way, the sound you hear from a CD system is
spooled from a huge sound file, not synthesized on the fly. So with the
N64, you're going to be listening to something synthesized by its
hardware, which while not bad can't come close to $5000 synthesizers and
real intruments, and there's not enough space on a cart to store gigantic
sound files.
Someone jump in if I seem terribly incorrect here. :)
--
(Ryan Fariss-Law)
und...@primenet.com
Wrong. The whole point is, that the PSX or any CD system doesn't have to
use MIDI samples, because what you hear on a CD system is the finished
product of something synthesized on equipment that costs many thousands of
dollars. Even wavetable soundcards with 2-8MB of memory can't really
acheive the quality of those MIDI workstations.
--
(Ryan Fariss-Law)
und...@primenet.com
: A cut-down copy with anti-aliasing and no texture swimming.
Wooowwoo...The texture 'swimming' is un-noticable and I'd much rather have
great sound and music and cool FMV sequences than a blury TK2 match. :)
--
(Ryan Fariss-Law)
und...@primenet.com
Bruce Tomlin (bto...@crl.com) wrote:
: Correct me if I'm wrong, but isn't most CD-track music for computer games
: MIDI-generated to begin with?
I don't know if you can say *most* CD-based music, but a good part of all
'pop' music these days is synthesized. Still, there's a lot of
non-synthesized stuff in the mix too. (voice, guitar)
: I would think the source MIDI file would
: actually give you *better* sound than a CD, at least if the sound chip
: could generate 16 bits per channel per synth.
Well no, I don't think you can go that far. Even a basic recording
studio will involve many multi-thousand dollar synths, plus outboard
processing gear like reverb units. Also, one is free to overdub when
recording, meaning that one can have hundreds of 'voices' in the final mix.
No one console-based synth can match the output of all possible
'external' synths. (Unless it's just operating as a 'sampler', and then
you run into storage constraints again.)
: And the compression factor is quite enormous.
Redbook is regular ol'16-bit stereo audio, isn't it? 96dB dynamic
range. More than your sound system can likely handle. As much as any synth.
: Or maybe I should just ask you whether you would rather
: listen to Gwar on a CD or listen to them live in concert.
I'm not familiar with Gwar, but what does the above comparison have to do
with synth vs. CD? (Concerts are loud, but they have very little dynamic
range. Except symphonic stuff, of course.)
: >Music could be done, I THINK, just as good on the N64 using the sequencer.
: >I'm talking about speach and what not. The graphics would be just as good,
I'm sure the N64 could do fine. I hear the Star Wars music on Shadows is
quite well done. Just don't try to compare it to the London
Philharmonic. Or even a loaded Kurzweil synth... :)
: By the way, what good is a 650 megabyte POTENTIAL if you WASTE it with
: *uncompressed* standard 44kHz stereo audio tracks?
Umm, it's good for about 45 minutes. :)
: Which is why it is
: often compressed anyhow. And you can't play uncompressed CD audio tracks
: at the same time as that h0t rAd fMv anyhow!!! The read head can only
: read one thing at a time.
Yes, but with a small buffer, you can switch between things transparently.
You couldn't necessarily play Red Book audio while spooling FMV, but you
could easily play a "CD quality" audio track while interleaving video
data. How much video? It depends on how fast your CD-ROM is. Remember,
it only takes a "1x" drive to play Red Book audio.
Dave Nagy
: you have against them. They look smooth to me. Anti-aliasing and
: mip-mapping make a big difference (Doom and Quake look bad next to
: Mario 64).
Have you seen Quake after it's been MIP mapped and anti-aliased, running at
high resolutions? Believe me, it's got any console beat. ;) Sorry, I know
what you meant and I agree...the N64's graphics are probably the best of any
console and better than most computers can produce as well.
: And the N64 could easily do Tekken2 if it had a medium to hold all of
: the FMV.
I don't see why not.
It occurs to me that it wouldn't be a bad thing if there were several
threads that were cross-posted to all the vid-game groups. After all, no
one really has time to read them all, and it's nice to get all the various
points of view... You could read r.g.v.advocacy, but advocacy is what we
DON'T need more of. It's too bad that a few immature people always have
to shoot their mouths off and turn these threads into shouting matches.
Dave Nagy
Don't even start the Tekken2 for 64 will be better. There is no way
to improve upon a perfect game.
In <pmccartn....@quapaw.astate.edu> pmcc...@quapaw.astate.edu
(Trunks) writes:
>
>Ryan Farisslaw <und...@primenet.com> writes:
>
>>SE7ENh...@seanet.com wrote:
>>: ummm the N64 has double the processing power than that of the PSX
and the
>>: Saturn combined.Wow you really are ignorant.Educate yourself first
before
>>: you start asking or saying dumb commnets like these.You are just
making
>>: yourself look stupid.
>
>>Wrong. The N64 could run a 500mhz and it still wouldn't be able to
do TK2
>>as it is on the PSX. It could do the fighting scenes of the game
just
>>fine, but you'd have to subtract the two full soundtracks, the
awesome FMV
>>intro in the beginning, and all the cool FMV endings. Since the PSX
>>version already does 60fps, the N64 one would just be a cut-down
copy.
>
>>--
>>(Ryan Fariss-Law)
>>und...@primenet.com
>
>
This might be true, but I don't want synthesized sounds. I want
real sounds. Real music.
In <01bbd648$7a6a5940$bdcaae80@revelations> "Charles Miller"
<cwmi...@uiuc.edu> writes:
>
>Yes.
>
>MARCEL GONZALEZ <dre...@ix.netcom.com> wrote in article
><56saur$d...@dfw-ixnews7.ix.netcom.com>...
>>
>>
Well, the quality of General MIDI depends on the samples stored in the
ROM, not on the processor. A good GM processor adds effects such as
Pan,... etc.
Beside, GM takes very few memory, both RAM and storage.
> > I would think the source MIDI file would
> > actually give you *better* sound than a CD, at least if the sound chip
> > could generate 16 bits per channel per synth.
>
> Yeah, but it CAN'T hold all the samples.
Like what general MIDI is, all samples is already in ROM
>
> > And the compression factor is quite enormous.
>
> On the ACTUAL MIDI MAPS but NOT SOUND. SOUND compression is NOT ANYWHERE
> NEAR BEING GOOD.
Well, If GM is used, only music score is stored; thus, there is no
compression.
> > Today's DSP chips are a thousand times more powerful.
>
> Do you know what a DSP does? I think you mean DAC. And it is BETTER but
> TAKES A SHIT LOAD MORE RAM.
Well, I think he really means DSP, DAC is only a Digital-to-Analog
Convetor. Any good DSP can be a MIDI processor plus DAC at the same
time.
>
> >
> > By the way, what good is a 650 megabyte POTENTIAL if you WASTE it with
> > *uncompressed* standard 44kHz stereo audio tracks?
>
> What the hell are you talking about? Why COMPRESS IT? IT ONLY MAKES IT
> SOUND WORSE. Plus Why not use what is left of the CD? The game is ALREADY
> BIGGER THAN THE N64 CART GAME WILL EVER BE.
Well, the game part itself is going to be about the same size. The
difference: Less FMV, less pre-recorded voices. But, FMV and digital is
not main part of a game. It is the game play.
Well, to program a game on a game concole, it is not necessary to make a
game big just because all the hardware are designed for games. All the
service in Rom is written for the game. Since One op-code can do a
lot, you don't need a big program for the game. It is those bitmap,
digital sound, FMV, which take storages. Without bitmap, digital sound
and FMV, any games for PSX, saturn would be as small as several mega
bits
Frank Hsu
Queen's university, Computing Engineering
: Well, the quality of General MIDI depends on the samples stored in the
: ROM, not on the processor. A good GM processor adds effects such as
: Pan,... etc.
: Beside, GM takes very few memory, both RAM and storage.
I'm not sure, but I doubt that the N64 has 1-4MBytes worth of high-quality
samples hidden in there. Anyone know? I thought it relied on
synthesizing its own sounds, not a bank of samples stored in some ROM.
: > On the ACTUAL MIDI MAPS but NOT SOUND. SOUND compression is NOT ANYWHERE
: > NEAR BEING GOOD.
: Well, If GM is used, only music score is stored; thus, there is no
: compression.
Right, but the music map alone isn't worth much. If you don't have much
room to store a group of nice sounding samples, the best you can do is use
the hardware synth.
: > What the hell are you talking about? Why COMPRESS IT? IT ONLY MAKES IT
: > SOUND WORSE. Plus Why not use what is left of the CD? The game is ALREADY
: > BIGGER THAN THE N64 CART GAME WILL EVER BE.
: Well, the game part itself is going to be about the same size. The
: difference: Less FMV, less pre-recorded voices. But, FMV and digital is
: not main part of a game. It is the game play.
However, FMV, good music, and voice narration quite often adds to the game
quite a bit.
: Well, to program a game on a game concole, it is not necessary to make a
: game big just because all the hardware are designed for games. All the
: service in Rom is written for the game. Since One op-code can do a
: lot, you don't need a big program for the game. It is those bitmap,
: digital sound, FMV, which take storages. Without bitmap, digital sound
: and FMV, any games for PSX, saturn would be as small as several mega
: bits
Hmm..Take away the _music_, the _FMV_, the _graphics_, and you're left
with some CODE! Of course it wouldn't take much space!! But what kind of
a game would you be left with if you take away all the audio and visual
elements? Some wireframe polygons moving around on a black background?
Fun.
--
(Ryan Fariss-Law)
und...@primenet.com
The 560 MB file is most likely the very cool opening FMV and all the ending
FMVs. Aviously the N64 cannot do FMV of this size and while FMV adds to
the game it does not make the game.
The other files are probably the game, music, and sound files (not sure
which is which). With optimization to minimize size, some tradeoffs, and
lots of compression, the game could probably fit in a standard 64 Mbit (8
MB) or 96 Mbit (12 MB) cartridge.
Ridge Racer loads the track into Playstation 2 MB RAM. After the track
loads you can actually eject the CD and keep player (You can put in any
music CD for background music during play).
From N64 FAQ:
[7.2] How good is their compression?
A: Nintendo has been able to compress pre-rendered SGI graphics very well.
For example, with Rare's advanced compression techniques (look at DKC, DKC2 &
KI), they use a special form of internal data compression which has been known
to compress data as high as 19:1, depending on various technicalities. The
actual finished game, compressed to something like 3.5:1. With the NU64,
Silicon Graphics has developed an even more advanced compression technique
that can compress the actual finished game as high as 8:1. For audio, they
use either ADPCM or 80PCM compression which gets upwards of 4:1 for sound
compression. Keep in mind though that this form of audio compression is
already used for Saturn and PSX games.
-------------------------------------------------------
| ^ ^ |
| o o ERIC MCGOVERN |
| | emcg...@oboe.aix.calpoly.edu |
| Graphic Communication |
| \_____/ Cal Poly SLO |
-------------------------------------------------------
Frank Hsu <4k...@qlink.queensu.ca> wrote in article
<3292A2...@qlink.queensu.ca>...
> > > Correct me if I'm wrong, but isn't most CD-track music for computer
games
> > > MIDI-generated to begin with?
> >
> > Yep. VERY GOOD MIDI PROCESSORS THOUGH.... not the ones in the N64.
Plus
> > MIDI samples take A LOT more ram than the N64 has to play with.
> >
>
> Well, the quality of General MIDI depends on the samples stored in the
> ROM, not on the processor. A good GM processor adds effects such as
> Pan,... etc.
> Beside, GM takes very few memory, both RAM and storage.
Not GENERAL MIDI. Plus GM says NOTHING about how the samples/synths are
rendered. The MAIN THING GM really specifies is the patch match ups. So
if the MIDI sequence wants to play a flute it gets a flute and not a
trumpet.
Also, MIDI, if you want it to SOUND RIGHT it must have GREAT SOUND
SAMPLES. If not you have something along the lines of SoundBlaster FM
instruments. So, you can have a WAVE TABLE.... but a good WAVETABLE is
SEVERAL MEGS. The one the N64 has is VERY LIMITED compared to what a main
stream MIDI WAVE TABLE in the number of samples. Now, IF YOU WANT A NEW
INSTRUMENT it must LOAD that patch into mem. To have that PATCH it must be
on the CART. HENCE, LOTS OF RAM AND ROM!
>
>
>
>
> > > I would think the source MIDI file would
> > > actually give you *better* sound than a CD, at least if the sound
chip
> > > could generate 16 bits per channel per synth.
> >
> > Yeah, but it CAN'T hold all the samples.
>
> Like what general MIDI is, all samples is already in ROM
Yep, but on the N64 that means FEW SAMPLES in rom. It ONLY contains to
FREQUENTLY USED FROM GAME TO GAME SAMPLES. Game SPECIFIC SAMPLES MUST BE
D/L to the RAM OF THE SOUND PROCESSOR. That is ASSUMING the N64 HAS a
wavetable... I don't know. It could have just FM sounds. Also, ONCE AGAIN
you have confussed WHAT general MIDI means.
>
>
> >
> > > And the compression factor is quite enormous.
> >
> > On the ACTUAL MIDI MAPS but NOT SOUND. SOUND compression is NOT
ANYWHERE
> > NEAR BEING GOOD.
>
> Well, If GM is used, only music score is stored; thus, there is no
> compression.
Ok, I will REPHRASE what you have said because I think I know what you ment
but failed to say. Here: Well, if GM is used, only music score is stored,
thus, there is no compression OF THE SAMPLES. Right? Because the score
COMPRESSES UNBELIEVABLY. The SOUND IS COMPRESSED, but on the WAVE TABLE.
Now, IF THE MUSIC wants to use an instrument THAT IS NOT IN THE WAVE TABLE
it must U/L it to the insturment BANK. But, ONCE AGAIN YOU CONFUSSED WHAT
GM is. GM was out BEFORE WAVE TABLES. They are TOTALLY INDEPENDANT.
>
> > > Today's DSP chips are a thousand times more powerful.
> >
> > Do you know what a DSP does? I think you mean DAC. And it is BETTER
but
> > TAKES A SHIT LOAD MORE RAM.
>
>
> Well, I think he really means DSP, DAC is only a Digital-to-Analog
> Convetor. Any good DSP can be a MIDI processor plus DAC at the same
> time.
Ok, but what does what he say mean to his argument then? He means DAC.
>
> >
> > >
> > > By the way, what good is a 650 megabyte POTENTIAL if you WASTE it
with
> > > *uncompressed* standard 44kHz stereo audio tracks?
> >
> > What the hell are you talking about? Why COMPRESS IT? IT ONLY MAKES
IT
> > SOUND WORSE. Plus Why not use what is left of the CD? The game is
ALREADY
> > BIGGER THAN THE N64 CART GAME WILL EVER BE.
>
> Well, the game part itself is going to be about the same size. The
> difference: Less FMV, less pre-recorded voices. But, FMV and digital is
> not main part of a game. It is the game play.
You don't know what you are talking about. Less FMV, yes. Less SOUND
SAMPLES, yes. LESS TEXTURES, YES. LESS TEXTURE DETAIL, YES.
And I'm also really sick of the whole GAME PLAY shit. If ALL YOU CARED
ABOUT WAS GAME PLAY YOU WOULDN'T FORK out the CASH for a system that can do
the same as ANOTHER that YOU ALREADY HAVE.
>
> Well, to program a game on a game concole, it is not necessary to make a
> game big just because all the hardware are designed for games.
I don't see your point at all.
> All the service in Rom is written for the game. Since One op-code can do
a
> lot, you don't need a big program for the game.
No ONE said you did. BTW, the N64 DOESN'T have a coustom CPU. It has a
GENERAL PURPOSSE CPU. No advantage to the programmer on that level. NOW
IF you are talking about the SIZE of the code for a game.... THAT IS THE
FARTHEST problem in the SCOPE of SIZE. Arguing this is MOOT.
> It is those bitmap,
> digital sound, FMV, which take storages. Without bitmap, digital sound
> and FMV, any games for PSX, saturn would be as small as several mega
> bits
So, WHAT IS YOUR POINT? Why have a POWERFUL system like the N64 and NOT
USE 1/1000 of it's potential using 8meg CARTS? Hell, 16meg isn't ANY
BETTER.
: I'm not sure, but I doubt that the N64 has 1-4MBytes worth of high-quality
: samples hidden in there. Anyone know? I thought it relied on
: synthesizing its own sounds, not a bank of samples stored in some ROM.
I'm sure you are correct that the N64 does NOT have the entire set of
General MIDI 'waves' stored away in a couple megs of ROM. This would be
expensive and wasteful.
I don't know what type of synthesis the N64 uses. Anybody??? I'm sure
it could do FM, although that sounds kinda weenie unless you devote lots
of (virtual?) oscilators to each voice. Plain ol' subtractive synthesis
would also work (oscilators and filters and envelopes n'stuff) I'd bet that
the N64 *does* use some type of wavetable or 'pure' sample playback for
most of its music and sound effects. Those sounds and/or 'waves' would
be included in each cart. Only the sounds/patches needed for that
particular game.
: Right, but the music map alone isn't worth much. If you don't have much
: room to store a group of nice sounding samples, the best you can do is use
: the hardware synth.
Yep, you'd have to make those waveforms from 'scratch'. Hmmmm, I suppose
you could have the game 'build' the waveforms when it started up. If you
used the full power of the CPU, DSP, etc, and spent a couple seconds
doing it, you could build some very nice sounds. Better than the sounds
you can create in real time. Youd then have to store the waveforms in
RAM, but at least you wouldn't have to use much cart space...
Then again, all this extra audio code has to go somewhere.
Dave Nagy
But little Charlie you are the one missing the point!The reason is
simple.Just go out and rent a N64 and Wave Race.Then you will see the
power of the N64!If this is 1/1000 of this systems power so be it.It
still kicks the Playstations butt!Look into the light Charlie,follow the
light Charlie,love the light Charlie!Oh my god Charlie the light at the
end of the tunnel is the N64!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Dan
Eric Paul Mcgovern <emcg...@trumpet.aix.calpoly.edu> wrote in article
<Pine.A32.3.91.961120...@trumpet.aix.calpoly.edu>...
> But little Charlie you are the one missing the point!
Hm... what could that be?!
> The reason is
> simple.Just go out and rent a N64 and Wave Race.Then you will see the
> power of the N64!
No I won't. I will see the power of the crippled N64.
> If this is 1/1000 of this systems power so be it.
You have NO clue do you little one?
> It still kicks the Playstations butt!
That's funny. I like that. But, as you Saturn owners say, Graphics aren't
everything.
> Look into the light Charlie,follow the
> light Charlie,love the light Charlie!Oh my god Charlie the light at the
> end of the tunnel is the N64!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>
Nice Mario Monks impression. Not as nearly as funny but good none the
less. So, what is your point? What do you stand to prove by posting this
flame bait? Nothing. If you weren't a troll and more of a thinker there
little buddy then you would have seen that I think the N64 is the BEST
PIECE OF HARDWARE OUT THERE. It's STORAGE MEDIA is the ONLY thing keeping
it back. But, then again you are just a loser who tries to start flame
wars..... the truth and what not are of no concern to people like you.
Now, if you have something USEFUL to add to this thread, go ahead. But
until you do PLEASE don't post in it. We will let you know once it has
degraded to your level and the flames are out. For now it is all over your
head.
THIS IS NOT A FLAME. Did you know that you aren't putting spaces after
your punctuation? I know it isn't a big deal and it is probly just your
news program but it is a little hard to read. Not that MINE isn't! I
could use some work too. (^_^)
: The 560 MB file is most likely the very cool opening FMV and all the ending
: FMVs. Aviously the N64 cannot do FMV of this size and while FMV adds to
: the game it does not make the game.
: The other files are probably the game, music, and sound files (not sure
: which is which). With optimization to minimize size, some tradeoffs, and
: lots of compression, the game could probably fit in a standard 64 Mbit (8
: MB) or 96 Mbit (12 MB) cartridge.
You're fogetting that the data is probably _already_ compressed.
Compressed data loads faster, and decompression is much quicker than
loading the whole thing in the first place. I think a cart based Tekken2
would be significantly worse than the CD based version. On top of that,
the PSX already does it at 60-fps, so I really don't see what part of the
actual game could be made more like the arcade.
: [7.2] How good is their compression?
: A: Nintendo has been able to compress pre-rendered SGI graphics very well.
: For example, with Rare's advanced compression techniques (look at DKC, DKC2 &
: KI), they use a special form of internal data compression which has been known
: to compress data as high as 19:1, depending on various technicalities. The
: actual finished game, compressed to something like 3.5:1. With the NU64,
: Silicon Graphics has developed an even more advanced compression technique
: that can compress the actual finished game as high as 8:1. For audio, they
: use either ADPCM or 80PCM compression which gets upwards of 4:1 for sound
: compression. Keep in mind though that this form of audio compression is
: already used for Saturn and PSX games.
Again, keep in mind that compression is used on CDs as well. Folks need
to just accept that carts are small and you are going to be unable to see
certain things on them. Nintendo hyped the compression thing beyond
beliefe...Compression has been used, is used, and will be used for a
_long_ time, all the mumbo jumbo they print is just hype to re-assure
consumers that using the cart medium is not going to be a big problem.
--
(Ryan Fariss-Law)
und...@primenet.com
Yeah, but the graphics would look much better on the N64, with its
built-in graphical effects such as anti-aliasing.
Kyle Breen
: : Right, but the music map alone isn't worth much. If you don't have much
: : room to store a group of nice sounding samples, the best you can do is use
: : the hardware synth.
: Yep, you'd have to make those waveforms from 'scratch'. Hmmmm, I suppose
: you could have the game 'build' the waveforms when it started up. If you
: used the full power of the CPU, DSP, etc, and spent a couple seconds
: doing it, you could build some very nice sounds. Better than the sounds
: you can create in real time. Youd then have to store the waveforms in
: RAM, but at least you wouldn't have to use much cart space...
: Then again, all this extra audio code has to go somewhere.
I'd imagine that the music for games is handled the same way it is with
the NES and Genesis and SNES, except with better hardware. I believe
everything is just synthesized real-time, but I really don't have the
facts to back it up. Of course, you could mix a few actual samples in
with synthesized music (as has been done on the PC many many times,
combining samples with hardware FM synthesis). Regardless, CD audio can
always be significantly better. Not that it always will, but I'd say the
best CD music is better than the best cart-based music. :)
--
(Ryan Fariss-Law)
und...@primenet.com
Gary Greene <gt...@erols.com> said:
>MA wrote:
>>
>> I really don't think Tekken 2 can be done in N64.
>>
>> Help my ignorance.
>The bottom line is that the only thing that can limit the n64 from doing any
>of the games on the 32-bitters, is the space limitations on cartridges. The
>n64 is definately powerful enough to do Tekken 2, but some of the fluff like
>FMV and redbook audio wouldn't be done because of the space limits on carts.
>That's why they're making the 64DD.
>-Gary Greene Jr.
---------------------------------------------------
__ -Hey! Who's been puttin'
/___ their Kools out on my
___/CORPION 1999 floor?
-----------------------===-------------------------
Absolutely, it has been suggested before that the reason some of the 3DO ports
to playstation look better on 3DO is because of compression. Although it has only
3 Meg of ram (PSX has 4 meg) it has hardware level compression of textures. This
actually enabled the 3DO to have more bit planes in the textures yet take up less
space. Take a look at the "Need for speed" or "PO'ed" for example.
Can't wait to see and hear M2, with its Mpeg compression for Video and Audio.
We would like a wavetable in them because not every game company has the
money or equipment to make music of a high enough caliber to sound better
than the on board synth. Having a wavetable on these systems lets anybody
write music on them that will sound good without the need for expensive
music equipment. The fact that the system is CD based makes those who want
to use their own equipment for music happy that they can create a better
product (hopefully).
--
Colin Day
d...@CS.ColoState.EDU
I'd venture to say that even a low cost MIDI workstation would sound
better than any systems on-board synth. Not only that, but game music is
quite often contracted, rather than done in-house. A professional
musician can have all the equipment already, and the game company needs
only to pay his fee to get the high-quality music, which would probably
not be that high. Not that a wavetable is a bad thing, but on console
systems it doesn't seem like you're going to get very great quality that
way.
--
(Ryan Fariss-Law)
und...@primenet.com
>I really don't think Tekken 2 can be done in N64.
>Help my ignorance.
The lack of a CD-ROM may be a serious problem, but other than
that, I assume it could be.
If anyone with no technical knowledge at all feels the need to
flame me, send it via e-mail as I took the only newsgroup I read off
of this crossposted spam.
Shoshinkai also provided a prototype display for the 64DD accessory for
the N64. The magnetic storage drive will allow players to make
alterations to the games themselves. The ability to alter character,
environments or even total game mechanics will turn each N64 player into
a game designer. On a more grounded side, the 64DD increases the storage
capacity of an N64 cartridge by a factor of eight and information
processing by two or three times. Since the strongest criticism of the
N64 has been the slow access time of cartridge systems, the 64DD should
make players very, very happy.
: Kyle Breen
Not IMO. First off, the PSX already does a virtually perfect arcade
translation, and in the case of lighting effects its better. The game
already seems to be at a reasonably high resolution (I don't know what it
is, probably much higher than SM64 though) so anti-aliasing would not make
that much of a difference, and it would make it look less arcade perfect.
Could the graphics be better? Maybe, by a hair. But not _much_ better,
what else besides anti-aliasing do you suppose the N64 would do to improve
the graphics?
--
(Ryan Fariss-Law)
und...@primenet.com
Agreed. I feel that a CD-ROM systems true power is accessed when a game
is dynamically loaded (like Crash Bandicoot, King's Field, etc.) so that
the internal memory constraint is not the limiting factor on level size
or detail. This is nearly impossible to accomplish with Redbook audio.
What the fuck? Slow access time on cartridges? Where the fuck were
these guys living for the past 2 years? And I was wondering why people
didnt like EGM anymore :)
Ken Li <pic...@staffmail.earthlink.net> wrote in article
<329691...@staffmail.earthlink.net>...
Jeffrey Von <dh...@ix.netcom.com> wrote in article
<3296AE...@ix.netcom.com>...
> Charles Miller wrote:
> >
> > Because you can have music playing in the background WHILE the CD is
> > loading data in the background. PLUS it takes up alot less room.
>
The loser you're replying to does have one point. Wave Race kicks ass forwards
backwards, sideways, diagonally, spherically, cubically, and any other which way
you can think of. Nothing beets the cool blue in that game.
1cb680$bdcaae80@revelations>
Distribution:
please tell me this is a joke-or send me whatever they are smoking.
Well its all this kinda talk that has let this newsgroup go to crap. about
a year ago
this was one of the best sources of psx info now its the best source for
fighting and N64 terrorists to come start trouble
Actually, no.
From what I understand, N64's rendering engine is superior to PS's in every
respect.
However, its geometry pipeline is actually INFERIOR to Sony's...
Interesting little tidbit. We'll see if N64 can overcome this hurdle.
> please tell me this is a joke-or send me whatever they are smoking.
Unfortunately it's NOT a joke. Go to www.nuke.com/eg/ and look under the
"Nintendo Asserts Dominance" to see the article.
What is EGM thinking?!
Kevin
: fmv is not needed any way and the audio is easy ever here of midi
: thats right you can do the whole Tekken 2 soundtack
: and only take up 100-200 k in space
So wrong...As has been pointed out again and again, only the MIDI MAP is
small, without samples its not going to sound very good. Listen to
however the KI music sounds on the N64, then listen to the audio CD. The
audio CD (and arcade) sound _MUCH_ better.
--
(Ryan Fariss-Law)
und...@primenet.com
>> Dude, and you seem to not realize that memory gobbling SOUND SAMPLES also
>> can't be done on the N64 as of now.
they where done on FF3
thats right ff3 has i think 33 songs
>Yes, the N64 CAN do sound samples, and it does. It just can't do very many
>of them because of cart memory limitations. It still sounds too much like
>a SNES to me...
THE MASTER
AKA-Shadow Choupon
FAs:
Souledge 1,2
~~~~~~~~~~~~~~~~~~
Here it Comes !!!!!- Setzer
>Also the music couldn't be done even with the bulky drive.
i have 102 midi files on myy comp and there under 1 meg
sound track from
Chrono Trigger
Final fantasy 3
Tie fighter
X-wing
mario
>The bottom line is that the only thing that can limit the n64 from doing any
>of the games on the 32-bitters, is the space limitations on cartridges. The
>n64 is definately powerful enough to do Tekken 2, but some of the fluff like
>FMV and redbook audio wouldn't be done because of the space limits on carts.
>That's why they're making the 64DD.
wrong
fmv is not needed any way and the audio is easy ever here of midi
thats right you can do the whole Tekken 2 soundtack
and only take up 100-200 k in space
(look at KIG)
Arlene Usui <au...@ix.netcom.com> wrote in article
<5787qb$8...@sjx-ixn6.ix.netcom.com>...
> "Frodo" <merm...@juno.com> wrote:
>
> >> Dude, and you seem to not realize that memory gobbling SOUND SAMPLES
also
> >> can't be done on the N64 as of now.
> they where done on FF3
> thats right ff3 has i think 33 songs
> >Yes, the N64 CAN do sound samples, and it does. It just can't do very
many
> >of them because of cart memory limitations. It still sounds too much
like
> >a SNES to me...
>
Arlene Usui <au...@ix.netcom.com> wrote in article
<5787jn$8...@sjx-ixn6.ix.netcom.com>...
> Gary Greene <gt...@erols.com> wrote:
> _snip_
>
> >The bottom line is that the only thing that can limit the n64 from doing
any
> >of the games on the 32-bitters, is the space limitations on cartridges.
The
> >n64 is definately powerful enough to do Tekken 2, but some of the fluff
like
> >FMV and redbook audio wouldn't be done because of the space limits on
carts.
> >That's why they're making the 64DD.
> wrong
>
> fmv is not needed any way and the audio is easy ever here of midi
> thats right you can do the whole Tekken 2 soundtack
> and only take up 100-200 k in space
> (look at KIG)
Arlene Usui <au...@ix.netcom.com> wrote in article
<5787n2$8...@sjx-ixn6.ix.netcom.com>...
> Ryan Farisslaw <und...@primenet.com> wrote:
>
>
> >Also the music couldn't be done even with the bulky drive.
> i have 102 midi files on myy comp and there under 1 meg
> sound track from
>
> Chrono Trigger
> Final fantasy 3
> Tie fighter
> X-wing
> mario
Sorry no help here.
Tekken 2 is not a very difficult game to port over to the N64.
If it ever was ported over, the cartridge would probably have cost somewhere
between $60-$65.
VF2 would be a different story but not impossible to be transplanted to the N64
also. But the cart would probably cost somewhere between $70-$75.
But the thing is why bother?
Well to answer that -
Namco has very good reasons to.
There has been a minor rumor that Namco was impressed with the N64 technology,
except for the (if you knew, you win a kupie doll) use of cartridges.
Also (minor rumor), that Namco is not really happy being binded to develop
arcade games based on boards that strickly cohere to the basic design of the
Sony Playstation; since they are in direct competition with Sega in creating
polygonal characterization games, inwhich Sega's Arcade R&D can develop on
state-of-the-Art technology.
N64 based arcade boards allows Namco to work on State-of-the-Art games, to
properly compete with Sega on equal technical footing on the arcade front, and
be able to properly fully port the arcade game to home translation intact.
Sega, on the other hand, despite NG's constant nagging and whining that Sega
develop software only for other systems, enjoys creating new hardware
enviroments for its development teams -Arcade and home.
Infact, it is known that the next home machine that Sega would put out, will be
a corraboration between Sega's World reknowned AM2 and Martin-Lockheed,
possibly with the mass production line of Hitachi and JVC again, but this time
in the background during system development.
Ned - VG Samurai Free Internet Press
St. Peter's College
&
NedzA's Treasures - Best place to buy a friend a gift.
84 S. Washington Ave.
Bergenfield, NJ
____________________________
Force Ten
forc...@concentric.net
<Look out for the force without form>
BG