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Antidote

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Everything posted by Antidote

  1. You're completely right, the N64 would completely choke if you tried to do a lerp of that size. Monochrome is easy though, just fill the palette with black and white values. EDIT: Even JPEG supports this, so it's not too much of a stretch.
  2. I can't see any point in NOT multiplying the stencil by the depth, especially in that early of a 3D console. Now it's down automagically or explicitly using pixel/fragment shaders.
  3. That's very similar to Carmack's reverse, and definitely plausible. As for the second part, they could be using the depth as a determining factor.
  4. Good point, It's probably a whole host of tricks to get it working, maybe even a combination of all your suggested methods.
  5. If you look closely you can even see the different LOD models in the first pic, I think that confirms my suggestion for one method. EDIT:That second pic looks like they're using a Gaussian blur, that could be easily done on the N64 by using the first suggested method with a slightly transparent Gaussian blurred textured overlayed. But at the same time, it'd be a little difficult to get it to look right, they may have used some combiner trickery to get it to work as well. EDIT2: A good way to confirm one way or the other is to play the cutscene with wireframe enabled and textures disabled.
  6. If you look at some old SNES games, you'll see a pseudo motion blur, this is achieved by creating a clone of the sprite at it's previous location, they could be doing something similar for some things, but you're right it is a bit of an enigma. However I CAN confirm that the N64 has a stencil buffer, and it's used heavily in games like Goldeneye. EDIT:I should mention that the ZBuffer bug could hamper speed in some instances, I'm not sure on the details though.
  7. Your computer was ANGRY, very angry indeed.
  8. You're writing this in JAVASCRIPT? Hats off to you man, I could have sworn it was a .NET based application just by glancing at it.
  9. Yes, everything will be PNG, but SFML supports a whole host of formats natively so if you try one chances are it's supported. IIRC the only unsupported raster format is GIF, but i could be wrong.
  10. What are you writing this in? That's a sexy gui, simple, yet beautiful.
  11. Ultimately the engine will be 100% moddable including character sprites. Custom animations, custom maps, tiles, everything. I've been working on getting my site back up, so i'll be posting progress reports there as well, and all releases will be uploaded there.
  12. Maybe soon, right now i'm concentrating on tools.
  13. It's not too surprising that there is multiplayer in Mario 64, considering OoT has it. But still neat :3
  14. Figured out why loading tiles was so fucking slow, turns out the way I was loading tiles before was causing 3 dereferences. Which, as some of you programming gurus may know, is slooooowwww >.>
  15. That's true, but i wasn't referring to the binary, I should have been more clear lol
  16. Knowing Nintendo's programming style as i do, that last bit is debatable.
  17. Most of the games announced aren't due for release until a few months after the consoles release.
  18. What are the textures dimensions and format?
  19. The PS4 has the same problem the Wii U did: No games. Give both consoles time, I'm sure the Wii U will pull out of it's rut by Christmas. The console i'm really worried about is the Xbox One, Microsoft has really shafted themselves.
  20. System.OverflowException: Value was either too large or too small for a UInt16. ---> System.OverflowException: Value was either too large or too small for a UInt32. ^ There might be something wrong with the file, post the file in question, or something that causes the same issue.
  21. I live near a hill.... named Mt Erie >.> Everyone who lives near it calls it "Hill Erie" http://en.wikipedia.org/wiki/Mount_Erie_(Washington) oh and My hill
  22. There is only one thing I disagree with, you should have eviscerated her more D:
  23. I agree with you on every point. She really is blind to her own hatred :/
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