Darkstalkers 3 is said to utilize the 64DD and cart combo. This is in all
likelyhood the only format that can hold and display all of the animations
for this CPSIII based arcade game. Street Fighter 3 is also rumored to
use this format. Street Fighter EX has been scrapped for the N64.
Apparently the game has been called a load of crap by people who have
played it. Street Fighter Alpha Heroes and/or Street Fighter Alpha 3 is
rumored to be a direct port to the N64, bypassing the arcades.
Enough of the Street Fighter stuff, what are some other N64 games in
development by Capcom? A 3-D Ghouls and Ghosts 64 (ala Mario) is said to
be in playable form and may make an appearance at E3. Of course we all
know that Mega Man will be making his debut for the N64. It's kind of a
sacrilege to see Mega Man appear on anything else other than a Nintendo
console. Mega Man and Nintendo go hand in hand just as much as Mario
does. Resident Evil will probably make it to the N64 someday, although I
wouldn't expect anything until 98. And last but not least, Strider in
some shape or form might appear in one of the Street Fighter games, or may
get his own game altogether. Capcom will make known publicly its N64
plans at this years E3.
Mark, who's trying to add some news to a newsgroup that is flooded with
racist drivel and system advocacy.
AW, GET OFF IT! This piece of news is from "The Unofficial
N64 Headquarters" ( www.n64hq.com ). Though, I'd like to point
out -- this site has THE MOST REALIABLE INFO REGARDING N64!
>> Darkstalkers 3 is said to utilize the 64DD and cart combo. This is in all
>> likelyhood the only format that can hold and display all of the animations
>> for this CPSIII based arcade game.
PRobably - shame the N64 has sucky 2D capabilities.
> Street Fighter 3 is also rumored to
>> use this format. Street Fighter EX has been scrapped for the N64.
AHAHAHAAHAHHAH!
>> Apparently the game has been called a load of crap by people who have
>> played it.
Probably N64 owners.
> Street Fighter Alpha Heroes and/or Street Fighter Alpha 3 is
>> rumored to be a direct port to the N64, bypassing the arcades.
>>
It'llbe shit then.
>> Enough of the Street Fighter stuff, what are some other N64 games in
>> development by Capcom? A 3-D Ghouls and Ghosts 64 (ala Mario) is said to
>> be in playable form and may make an appearance at E3.
IOW it's going to look blury and childish.
> Of course we all
>> know that Mega Man will be making his debut for the N64.
ARRRG!
I
t's kind of a
>> sacrilege to see Mega Man appear on anything else other than a Nintendo
>> console.
That has GOIT to be sarcasm!
> Mega Man and Nintendo go hand in hand just as much as Mario
>> does
So every N64 owner will shoot out and buy Megaman 64 and think it's the best game of it's genre
ever and say that CDs stink and so do 32-bit consoles.
Even if it's crap.
>. Resident Evil will probably make it to the N64 someday, although I
>> wouldn't expect anything until 98.
It'llt ake them that long to work out how to crush 500 megs of data into
64 megabytes!
> And last but not least, Strider in
>> some shape or form might appear in one of the Street Fighter games, or may
>> get his own game altogether. Capcom will make known publicly its N64
>> plans at this years E3.
And they'll be just as crap as any other publisher who writes for the N64shit
Unlikely. Nintendo64 does not have enough memory to handle DS3, SF3,
or
any of CPS-III games. To port SF3 to Nintendo64, the player would need
to
purchase 64DD and 4~8 MB of additional memory(RDRAM can be quite
expensive
compared to EDO DRAM or SDRAM), which is cost prohibitive and does not
offer Capcom enough user base to justify a port pf SF3.
On the other hand, a Saturn version of SF3 with 8MB RamCart pack-in
for
Y10000 to Y12000 is more likely. Saturn can use cheap Fast Page Mode
DRAM,
even though SDRAM is prefered. History also sugguest that Saturn will
be the
liekly candidate for SF3. X-Men, MSH, SF Vs, X-Men, Robobot, and Night
Warrior
has been all Saturn exclusive in the past, and it is no secret that
Capcom is
biased toward Saturn(Just ask PSX owners who bought shit version of PSX
SFA2
compared to Saturn version. No Evil Ryu, mission frames, no hundreds of
artworks,
etc)
Street Fighter EX has been scrapped for the N64.
> Apparently the game has been called a load of crap by people who have
> played it. Street Fighter Alpha Heroes and/or Street Fighter Alpha 3 is
> rumored to be a direct port to the N64, bypassing the arcades.
That is more likely.
> Resident Evil will probably make it to the N64 someday, although I
> wouldn't expect anything until 98.
BioHarazd/RE is impossible on Nintendo64 or 64DD. BH/RE's backgrounds
are FMV.
> AW, GET OFF IT! This piece of news is from "The Unofficial
> N64 Headquarters" ( www.n64hq.com ). Though, I'd like to point
> out -- this site has THE MOST REALIABLE INFO REGARDING N64!
Actually most of it came from the GamePlayers website. N64HQ and Gamefan
had a hand in it too. ;-)
Mark
No, go fuck yoruself cunt features.
On Tue, 7 Jan 1997, Nobody's Perfect wrote:
> any of CPS-III games. To port SF3 to Nintendo64, the player would need
> to
> purchase 64DD and 4~8 MB of additional memory(RDRAM can be quite
> expensive
> compared to EDO DRAM or SDRAM), which is cost prohibitive and does not
> offer Capcom enough user base to justify a port pf SF3.
Actually it's not just a matter of memory but also processing power.
> liekly candidate for SF3. X-Men, MSH, SF Vs, X-Men, Robobot, and Night
> Warrior
> has been all Saturn exclusive in the past, and it is no secret that
> Capcom is
> biased toward Saturn(Just ask PSX owners who bought shit version of PSX
> SFA2
> compared to Saturn version. No Evil Ryu, mission frames, no hundreds of
> artworks,
> etc)
Capcom has always chosed to port their 2D fighters to the Saturn over the
PSX. But the question is, will they chose the Saturn over the N64 <or
the other way around>? Only time will tell.
> BioHarazd/RE is impossible on Nintendo64 or 64DD. BH/RE's backgrounds
> are FMV.
It would be better if Nintendo opted for an original exclusive version
for the N64 rather than settling for a game which was done on another system.
ANS
: Unlikely. Nintendo64 does not have enough memory to handle DS3, SF3,
: or
: any of CPS-III games. To port SF3 to Nintendo64, the player would need
: to
: purchase 64DD and 4~8 MB of additional memory(RDRAM can be quite
: expensive
: compared to EDO DRAM or SDRAM), which is cost prohibitive and does not
: offer Capcom enough user base to justify a port pf SF3.
: On the other hand, a Saturn version of SF3 with 8MB RamCart pack-in
: for
: Y10000 to Y12000 is more likely. Saturn can use cheap Fast Page Mode
Oh come on, don't be so damn stupid. Wait it is nobody, of course you're
stupid. The RAM cart is 8 megabit, or 1 megabyte. That brings the RAM to
4.5 megabytes. Guess what? N64 already has 4.5 megabytes on it. The 64DD
would add like another two megabytes which would bring it up to 6.5
megabytes. Once again, you show you have no clue. Care to comment on the
200 million dollar loss from Sega?
: SFA2
: compared to Saturn version. No Evil Ryu, mission frames, no hundreds of
: artworks,
: etc)
Uh yep, its shitty just like the Saturn version which has bad audio in
comparison. Both have their ups and downs, and both are very comparible.
One is not shit compared to the other.
--
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hmmmm not according to NGO. it has 2Mbytes of main ram, and 1.54 Mbytes
of Video ram, .5 Mbytes of sound ram, and a 512 Kbyte CD-Rom buffer. i
guess if you add all that shit up you get 4.5, but i don't think all of
that ram seperated into different parts is really used the same as the 4
Mbytes in the N64.
>
> > Guess what? N64 already has 4.5 megabytes on it.
>
> RDRAM is a parity memory, that means it uses 9 bits to store one
> byte.(8bit for data, 1 bit for parity check). Nintendo64's real
> memory capacity is 4MB.
true
>
> 64DD does not add memory to Nintendo64. It has 1MB disc cache, but
> no additional system memory. The additional system memory must be
> RDRAM and it has to be installed via Ram cart slot on top of
> Nintendo64, not the commuincation port at the bottom.
ahhh wrong again. the 64dd will be packaged with at least 2Mbytes of
rambus D-ram extra. This comes from NGO, Nintendo.com, N64.com, GFO and
other sources.
>
> > any of CPS-III games. To port SF3 to Nintendo64, the player would need
> > to
> > purchase 64DD and 4~8 MB of additional memory(RDRAM can be quite
> > expensive
> > compared to EDO DRAM or SDRAM), which is cost prohibitive and does not
> > offer Capcom enough user base to justify a port pf SF3.
>
> Actually it's not just a matter of memory but also processing power.
Well, Saturn is the most powerful 2D console ever released. 5000
sprites, 5 layer parallax scrolling(granted, Neo-Geo does 9 layer,
but Capcom fighters are not on Neo-Geo. And Neo-Geo does not compete
with Saturn when it comes to sprite count). How many layers of
parallax backgrounds does Nintendo64 and PSX do? Zippo!!!!!!!!!!
> Capcom has always chosed to port their 2D fighters to the Saturn over the
> PSX. But the question is, will they chose the Saturn over the N64 <or
> the other way around>? Only time will tell.
Which is the better 2D machine? Saturn or Nintendo64? More
importantly, which machine offers cheap storage solution?
>
> Oh come on, don't be so damn stupid. Wait it is nobody, of course you're
> stupid. The RAM cart is 8 megabit, or 1 megabyte. That brings the RAM to
> 4.5 megabytes.
Saturn has 4.5 MB in base memory. Addition of SNK's 1MB RamCart
increases Saturn's memory up to 5.5 MB. But Capcom is planning to use
its own larger capacity RamCart for future ports like X-Men Vs
SF(which is a confirmed Saturn exclusive), and WarZard(I believe this
first CPS-III title is confirmed for Saturn port as well).
> Guess what? N64 already has 4.5 megabytes on it.
RDRAM is a parity memory, that means it uses 9 bits to store one
byte.(8bit for data, 1 bit for parity check). Nintendo64's real
memory capacity is 4MB.
> The 64DD
> would add like another two megabytes
64DD does not add memory to Nintendo64. It has 1MB disc cache, but
no additional system memory. The additional system memory must be
RDRAM and it has to be installed via Ram cart slot on top of
Nintendo64, not the commuincation port at the bottom.
N64+64DD=4MB system memory. Not enough to handle SF3.
Remember that SF3 uses something like 50000 frames. That means each
character has about 4000 frames each. Load two of them and the system
memory needs to hold 8000 frames per round. You do need tons of memory
to do that, and 4MB is not enough.
Except for the fact that the 64DD is coming with 2 MB of RDRAM that
goes into the top slot.
------------------------------------------------------------------------------"
Mikolaj...we all know pain."
"Yes, but I wanted less of it." - White
"Feel like your life is going nowhere" - Front 242
>
> >
> > Saturn has 4.5 MB in base memory. Addition of SNK's 1MB RamCart
> > increases Saturn's memory up to 5.5 MB. But Capcom is planning to use
> > its own larger capacity RamCart for future ports like X-Men Vs
> > SF(which is a confirmed Saturn exclusive), and WarZard(I believe this
> > first CPS-III title is confirmed for Saturn port as well).
>
> hmmmm not according to NGO.
Who the f*** cares what Sony Gen says?????????
> it has 2Mbytes of main ram, and 1.54 Mbytes
> of Video ram, .5 Mbytes of sound ram, and a 512 Kbyte CD-Rom buffer. i
> guess if you add all that shit up you get 4.5, but i don't think all of
> that ram seperated into different parts is really used the same as the 4
> Mbytes in the N64.
Yea, Nintendo64 has 4MB. Take out 614KB(640*480*2(16bit color)) for
video
buffer and another 512KB for audio buffer, and you have less than 3 MB
for programs and textures, which is technically less than Saturn's 2MB
because MIPS Rx000 processors are memory hogs. SH series was designed
to
conserve memory, so it uses 16bit long instruction set and uses 16bit
addressing whenever possible. Don't go out calling Saturn a 16bit
machine
because all integers and normal addresses are 32bit long. As such, a
sample
C program that fits in 2MB on SH-2 will take over 3.3 MB on R3000,
even
worse on R4300(remember that integers and addresses are 64bit and
40bit
long in R4300).
So Nintendo64 has effectively less memory than the Saturn.
> > 64DD does not add memory to Nintendo64. It has 1MB disc cache, but
> > no additional system memory. The additional system memory must be
> > RDRAM and it has to be installed via Ram cart slot on top of
> > Nintendo64, not the commuincation port at the bottom.
>
> ahhh wrong again. the 64dd will be packaged with at least 2Mbytes of
> rambus D-ram extra. This comes from NGO, Nintendo.com, N64.com, GFO and
> other sources.
What I said is true. 64DD does not have any additional RDRAM. If
Nintendo
wants to pack a 2MB RDRAM cart with 64DD, then that is fine with me.
But
that will drive up 64DD pakage's price. And I am pretty sure you can
get
8MB of fast page mode DRAM for the price of 2MB RDRAM. Last time I
checked,
a 8MB SIMM was going for $44.
Let's face it; 4~6MB is not enough to hold SF3. Whoever has the most
RAM wins,
and Saturn will probably win that race easily.
> >
On Fri, 10 Jan 1997, Nobody's Perfect wrote:
<a lot of BS snipped>
>
> Let's face it; 4~6MB is not enough to hold SF3. Whoever has the most
>
> RAM wins,
>
> and Saturn will probably win that race easily.
>
yada yada yada. granted Saturn has more memory it doesn't have enough
processing power to handle SF3. I bet if we see a saturn version of this
game, We'd see small characters fighting on dead backgrounds
ANS
> A.N.S. wrote:
>
> > > any of CPS-III games. To port SF3 to Nintendo64, the player would need
> > > to
> > > purchase 64DD and 4~8 MB of additional memory(RDRAM can be quite
> > > expensive
> > > compared to EDO DRAM or SDRAM), which is cost prohibitive and does not
> > > offer Capcom enough user base to justify a port pf SF3.
> >
> > Actually it's not just a matter of memory but also processing power.
>
> Well, Saturn is the most powerful 2D console ever released. 5000
> sprites, 5 layer parallax scrolling(granted, Neo-Geo does 9 layer,
> but Capcom fighters are not on Neo-Geo. And Neo-Geo does not compete
> with Saturn when it comes to sprite count). How many layers of
> parallax backgrounds does Nintendo64 and PSX do? Zippo!!!!!!!!!!
>
>
I'm not entirely sure since it's been awhile. But, I believe that the
SNES had 4 layers of parallax so it must not really be hard to add this
to the hardware (even if N64 and PSX don't have it). Although I didn't
like the Genesis, I would have to say that in terms of sales that it held
it's own against the N64 which was better graphically, displaying more
colors on screen, had 4 layers of parallax, larger sprite counts. This
didn't stop the Genesis from coming out with good games that utilized
what graphics power it had to the max.
> > Capcom has always chosed to port their 2D fighters to the Saturn over the
> > PSX. But the question is, will they chose the Saturn over the N64 <or
> > the other way around>? Only time will tell.
>
> Which is the better 2D machine? Saturn or Nintendo64? More
> importantly, which machine offers cheap storage solution?
>
>
There are more factors than that for choosing to develope on one console
over the other. For instance, if relations were bad between Capcom and
say Nintendo or Capcom & Sega, then in scenario one, Capcom would drop
all developement for Nintendo and stick to Sega, and vice versa in
scenario two.
They are not FMV, they are pre-rendered backgrounds, or just polygons. No
FMV at all during gameplay.
--
--=Ziprat=--
<3\\> "This one goes out to the exciteable ones"
E-mail: Zi...@megsinet.NET
~~Claw
> yada yada yada. granted Saturn has more memory it doesn't have enough
> processing power to handle SF3.
Saturn is the most powerful 2D console ever released. It should be,
because it was based on SA-2 32bit 2D arcade board with modifications
to handle 3D. Tons of Japanese arcade developers are dumping their
own board and using Saturn compatible ST-V to handle their 2D arcade
games. That explains how powerful Saturn's 2D engine is.
On the other hand, Nintendo64 and PSX lacks even basic 2D functions
like sprites and multilayer parallax background scrolling.
>
> ANS
On Sat, 11 Jan 1997, Nobody's Perfect wrote:
> Saturn is the most powerful 2D console ever released. It should be,
> because it was based on SA-2 32bit 2D arcade board with modifications
> to handle 3D. Tons of Japanese arcade developers are dumping their
> own board and using Saturn compatible ST-V to handle their 2D arcade
> games. That explains how powerful Saturn's 2D engine is.
>
This is probably just a bunch of lies. Give me a list of your so-called
Japanese arcade developers and the games they are developing or have come
out based on the Saturn's board. Also give me the source of your info as
you just keep adding facts you back-up with lies.
If it was soooo powerful like you said it was, why isn't Capcom using it
for Street Fighter 3? and don't give me any crock about the CPSIII board
being based on the Saturn board because you won't find it anywhere
written that it was.
In closing, I just like to say that SF3 will most likely be ported to at
least 2 systems. It will be just a question of which version will be the
best. I guess this is what the thread is all about but in the end. the
facts (or lies) put into this thread won't matter, approx. a year from
now, we will see if any of the statements made here will hold true but by
then we probably wouldn't even remember this.
ANS
> If you would simply watch a quicktime of Yoshi's Island 64 you would see
> what kind of 2D the N64 is capable of...which is better than anything
> Saturn can imagine handling! I shit you not
Where did you see Yoshi's Island 64 quick time? Can't find it
anywhere.
> This is probably just a bunch of lies. Give me a list of your so-called
> Japanese arcade developers and the games they are developing or have come
> out based on the Saturn's board. Also give me the source of your info as
> you just keep adding facts you back-up with lies.
I remember Dark Legend arcade game running on ST-V. Curretly, I know
Sienryuu and SouKyugurentai, both 2D shooters, are also running on
ST-V.
I will attach the files of these two shooters at the end.
>
> If it was soooo powerful like you said it was, why isn't Capcom using it
> for Street Fighter 3?
1.Not enough RAM. Remember, CPS-III has 77MB.
2.Big arcade companies generally don't want to use other company's
board.
They stick to their own board. Smaller companies have adapted ST-V,
however.
VM wrote in article <5auoki$j...@lana.zippo.com>...
> In article , Herman says...
> >
> >GO FUCK YOURSELF, VORLON!
>
> No, go fuck yoruself cunt features.
>
What the hell does this last sentence say?
> A.N.S. wrote:
>
> > yada yada yada. granted Saturn has more memory it doesn't have enough
> > processing power to handle SF3.
>
> Saturn is the most powerful 2D console ever released. It should be,
> because it was based on SA-2 32bit 2D arcade board with modifications
> to handle 3D. Tons of Japanese arcade developers are dumping their
> own board and using Saturn compatible ST-V to handle their 2D arcade
> games. That explains how powerful Saturn's 2D engine is.
>
> On the other hand, Nintendo64 and PSX lacks even basic 2D functions
> like sprites and multilayer parallax background scrolling.
> >
> > ANS
>
>
The N64 and PSX do not lack 2d functions. Take a look at the screen shots
of Yoshi64, there is a new game by the developers of Guardian Heroes for
the Saturn for the N64. It is 2d also. Take a look at the trees in
Mario64. They are 2d also. I don't think the PSX or N64 has multilayer
prallax scrolling built into the hardware but they can handle sprites.
And on the PSX front, what do you think Raiden Project was? A 3d shooter
or something? How about the horrid MKT on the PSX & N64?
i don't think so.
besides... ever heard of the Jaguar?
---
mzi...@sw.cybersurf.de
ma...@haari.mayn.de
martin...@wue.maus.de
Erik Landerholm <land...@ucs.orst.edu> wrote in article
<Pine.OSF.3.91.970109...@ucs.orst.edu>...
> compare the 2-d graphics in yoshi's island to any SF game or any 2-d game
> on the saturn and yoshi's island looks so much better.
>
Yoshi's Island could be the game that brings back 2D on the Next-Gen
systems.
--
--=ZipRat=--
http://www.geocities.com/TimesSquare/Arcade/1157/Bob.htm