RockOut
Member
Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.
No, it wouldn't, the GP2x lacks any 3D hardware acceleration, and the 2D acceleration is somewhat....limited.Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.
No, it wouldn't, the GP2x lacks any 3D hardware acceleration, and the 2D acceleration is somewhat....limited.Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.
Dave, you are the one thats always worried about framerate. The DS runs M64 at 60fps at about half the resolution, or something like that, or the GP2x, with dedicated 3D hardware. Paybacks nothing compared to Mario64 :S I'm not saying its bad, but payback is something to run on the GBA, M64 is something to run on the DS. It's a big difference.No, it wouldn't, the GP2x lacks any 3D hardware acceleration, and the 2D acceleration is somewhat....limited.Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X. That is the one advantage that the DS has. Emulating hardware requires much more effort.
It could probably be done it would just be a bit stripped down. It would not have filtering, AA, or perspective correct textures. The DS version doesn't have filtering or AA either though. If you look at Payback it shows that you can do some ok integer based 3D at an acceptable framerate. If you look at M64 it is pretty basic as far as geometry. It really doesn't push the envelope with tons of polys or anything.
Kind of doesn't matter as no one is going to remake it anyway.
Rewritten. As in, modified and recompiled from source code, which was probably C, which we don't have. No one but the developers/publishers the source to 99.999% of games so this is a useless argument. The most stressful aspect of Mario 64 was rendering its graphics-- the N64's CPU resources were far less strained. So the NDS' graphical hardware is the more significant factor-- and it's quite close to the N64's capabilities. Regardless SM64 had to be scaled back to run on the NDS-- notice how many models were replaced with sprites.yep. BUT - Super Mario 64 was rewrritten from N64 MIPS to NDS ARM cpu. And NDS is only 66mhz and SM64 runs very well. So, theoretically it is possible to rewrite just this one game.
Holy hell. NO. :rolleyes:Mario 64 would run perfectly well on the GP2X IF it were actually coded for the GP2X.
Payback is not nearly as demanding as SM64-- and it pushes far less raw polygons.DaveC said:It could probably be done it would just be a bit stripped down. It would not have filtering, AA, or perspective correct textures. The DS version doesn't have filtering or AA either though. If you look at Payback it shows that you can do some ok integer based 3D at an acceptable framerate. If you look at M64 it is pretty basic as far as geometry. It really doesn't push the envelope with tons of polys or anything.
niiice im quoted by someone now. No more prozac for me!Hi all, I just got back from searching the forums. It was a great time, and boy did I find what I was looking for.
Quoted for LMAO-ness :lol:
Seconded
If it hasn't been done, then how would we really know either way? :lol: Anyway, the DS definitely has aslower cpus than the GP2X. Doesn't it?
Edit: I'm giving up on trying to get the quoting thing to work correctly.
It also has DEDICATED 3D HARDWAREIf it hasn't been done, then how would we really know either way? :lol: Anyway, the DS definitely has aslower cpus than the GP2X. Doesn't it?
Compared to the PC version, this GP2X version have
most visual effects compiled out, sometimes because
of the CPU cost, sometimes because the gpu940 openGl
layer doesn't allow the effects.
He can't comprehend that there are more than 2 dimensions.It also has DEDICATED 3D HARDWAREIf it hasn't been done, then how would we really know either way? :lol: Anyway, the DS definitely has aslower cpus than the GP2X. Doesn't it?
rixed said:Anyway, gpu940 and the openGl layer can be improved and
certainly will be. Wait and see.
rixed said:Yes. I will probably try to lower the impact of the opengl lib on the 920, so that the 920 (at least) could stay a 200MHz (or lower).
There is a huge amount of unnecessary work on the 920 : convertion between float and fixed values, glBegin/End surplus of work...
So tell me this engine isn't still in its infancy? Rixed had said these things and as he is the actual coder of this, I think it rather qualifies him. gpu940 will improve if work is continued on it. I very much suspect that we may have a decent 3d implementation, using a piece of hitherto unused hardware, the 940t. It will never be as good as a true hardware 3d chip(of a modern nature), but it will likely be a decent level of 3d performance.rixed said:For egoboo2x to be a better "demo" of gp2x capabilities, we also need to release the pressure on the 920 : I think the first thing that should be done is to remove completely all floating values (md2 format internaly uses fixed point, then egoboo convert to float for some
calculus and because vanilla OpenGl requires floats, then gpu940 OpenGL headers convert everything back to fixed !
In theory, the 920 should be waiting the 940 most of the time, and should run underclocked.
Payback is not nearly as demanding as SM64-- and it pushes far less raw polygons.
In most cases, SM64 draws more polygons than Payback does-- and the way the camera is oriented ensures more objects onscreen are visible, and more of the environment as well-- due to the prevalent 'behind the player' angle that shows the whole world, rather than the 'overhead with a slight tilt' Payback uses that generally points right down on the player or his vehicle, which is quite low-detail to begin with.Payback is not nearly as demanding as SM64-- and it pushes far less raw polygons.
Wrong. SM64 doesn't have many Polygons. It's also missing most of fancy light effects the 3D Engine from Payback has.
SM64 is pretty simple regarding 3D stuff, it makes use of the comic Mario graphic, therefore, you won't need many details, simply a lot of good-looking textures.
Games like SM64 would run on the gp2x, if coded for it directly.
So... you think about 600.000 texture mapped triangles a second compared to 120.000 (limited to about 4000) is NOT enough?!
I don't believes Apex's figures, but I do indeed like payback.. i wish they'd fix those damn bugs so i can buy it!