Nintendo
Nintendo Switch
Yes, of course and you know what with?
An unboxing vid from one of us. andora2ut4: B)
An unboxing vid from one of us. andora2ut4: B)
sverm said:This is excellent, and exciting! I assume the "dead zone" will be configurable? It seems the "down" direction got triggered often when the "up" direction got released suddenly and the nub sprung back, no?
Surprisingly, Sin and Punishment runs pretty well.... through the first level at least.Maybe someone in the know can say how Sin & Punishment is running? That is possibly the best N64 game ever made! Thanks again Craig!
Adventus said:Surprisingly, Sin and Punishment runs pretty well.... through the first level at least.Maybe someone in the know can say how Sin & Punishment is running? That is possibly the best N64 game ever made! Thanks again Craig!
There's nothing wrong with the nubs. They don't go down when you release them. Quit trying to start shit all the time.Paradox said:sverm said:This is excellent, and exciting! I assume the "dead zone" will be configurable? It seems the "down" direction got triggered often when the "up" direction got released suddenly and the nub sprung back, no?
uh oh. this is bad. quick, someone screenshot this guys post before he's carted off in the back of a van and never seen again.
but seriously, if there is a fault like this that can't be fixed, so much for those "2 years in development" nubs?
JerryG20 said:Noob question: How are N64 games being rendered at 800 x 480 (or 400 x 240) if 1. original games were not widescreen (are we just stretching it and sacrificing aspect ratio) and 2. original resolution was much lower? Sounds like magic.
sverm said:This is excellent, and exciting! I assume the "dead zone" will be configurable? It seems the "down" direction got triggered often when the "up" direction got released suddenly and the nub sprung back, no?
No, it's actually rendering at a higher resolution (& using a wider field of view). In essence, some games will look better than they did on the original N64. (though maybe the wider field of view could sometimes allow you to see things that aren't meant to be seen)SONY said:It's just being scaled, I think?
Ah, thanks for the clarification, but I'm still confused on how it is suddenly widescreen...I don't see any extra space on the sides of the screen being rendered, so does that mean that we are losing vertical data/image to render it in widescreen? Or do we actually *see* more in this widescreen resolution than with the original console version?Gruso said:@JerryG20, just to expand on what Craig said: 3D graphics use vectors/polygons. Using Mario as the example, back in SNES days he was drawn using a set amount of pixels (a raster image). If you scaled him up he got blocky. On the N64, the Mario model is made from a bunch of points in space - like a 3D dot-to-dot picture. Lines are drawn between each dot, then it's rendered with colours/textures. If you expand that 3D dot-to-dot puzzle to four times the size, or a tiny 20th of the size, it still works the same way - the dots get connected, then the surfaces get rendered.