A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | AX | AY | AZ | BA | BB | BC | BD | ||
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1 | Yellow: Pending Orange: ½ Analized Red: Not possible for Yabause issue. | Disclaimer: Copyright of the brands is their respective owners. Sources: Sega retro. Wikipedia, PSXdatacenter, mobygames Purpose of this bbdd: Curiosity, help SS homebrew, open SS community fan no profit. | VDP1 | VDP1 and/or VDP2 | VDP2 | Proccesors | FMV | Performance | Port / Exclusive | ||||||||||||||||||||||||||||||||||||||||||||||||
2 | Games (267) -8 duplicated Last Updated: 04-11-2018 | Dist | Dev | 1er Release Year-Moth-Day | Genre | Analysis support Yabause / SFF / Mednafen / Console | Depth Color / primitives / resolution / color | Resolution Sprite(VDP1) Type buffer Clipping system for Real resolution | Gouraud Color calculation VDP1 | Mesh | Lighting 1 / 2 / 3 or + Light/s Ambient / Point / Paralell or Directional / / Static / Dynamic / Bake(precalculed fixed light) (not)Source / (not)Color / Flat(Pallete or Gouraud) / Gouraud Shadow / human / (not)Source / opaque / mesh / transparent | Transparencies / Color calculation VDP1 (Replace; Shadow;Cannot overwrite/Shadow;Half-luminance;Half-transparency/Gouraud+Replace; Gouraud+Half-luminance;Gouraud+Half-transparency) | Depth Cueing / Fog / “Table Fog” / Horizont gradient VDP1/ VDP2 / VDP1+VDP2 Gradient Color Function Line Color Screen | Transparent VDP1>VDP2 Color Bank Sprite(Color LUT cases) VDP1 Trans VDP2 possible Shadow Normal Shadow MSB Shadow | Render to Texture Frame Buffer: (VDP1>VDP1 / VDP1+VDP2>VDP1 / VDP1>VDP2 / VDP1+VDP2>VDP2) CPU or/and SCU render: To VDP1 Element / to VDP2 Screen | Layers / Color BPP and Type (Nbgx / Rbgx / Bits -Tile / Bitmap) T=Transparency S=Shadow L=Luminancy B=Blur/Horizont Priority) Window disable / enable W1 W0 Sprite outside inside OR AND Gradient Color Function → Possible Coefficient Table Enabled(Mode 0) | Color Offset / Color Calculation / CC and prioritys Line Color Screen / Back Screen / Sprite Screen Extended Color Calculation Enabled / Transparent Shadow Enabled | Final resolution (Resolution / Interleaving / non-interlacing / Hi-Mode) | SH2 Mas | SH2 Slave 23 registers | SCU 23 total registers Memory aproximate DMA use | SCSP-DSP | M68000 | Codec V/A (Duck, Cinepack, EA, Sofdec / ADX,PCM) | Resolution / Color / FPS Mono / Stereo / Sample / bit | VDP1 / VDP2 (Transparency / FS / Window / Scaled / No Scaled) | FPS Possible confirm whit lastest version YabaShahiro | VDP1 Polys(quads)/sg Flat/Text/Gour/Light (only see in 1 frame) Possible confirm whit Yabause-git | Tesselation / LOD / Mip Mapping (need wireframe mode) | % Memory (Aproximate Yabause) RAM (L/H) VRAM VDP1 (Tex+CLUT+Gouraud) VRAM VDP2 (layers / color) | % CPU / Co-Pros | Exclusive / Unreleased / Port From or to PSX / Arcade / PC (Differences) Release dates and delays | Credits | SGL Library used | Notes | Score See how | |||||||||||||||||||||
4 | SEGA GAME SAMPLE 1 For SBL 1.1 Color Line Screen Demo Shading Test 3D Test | SEGA | AM1 / AM2 | 1994-08-01 | Tech demo | Yabause(0.9.15) / SFF(0.10) | Distorted Sprite x1 = 8, y1 = 20, x2 = -8, y2 = 20 x3 = -8, y3 = 8, x4 = 8, y4 = 8 Texture address = 0007F000 Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | YES 1 Light Parallell Static Source not Color Flat | YES VDP1+VDP2 “Table Fog” Color Line Screen over VDP1 Sprite Windows and CC VDP2 whit both blend | YES Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 … Color Calculation Ratio 7 = 31:1 Priority 0 = 6 Priority 1 = 0 … Priority 7 = 0 Distorted Sprite x1 = 8, y1 = 20, x2 = -8, y2 = 20 x3 = -8, y3 = 8, x4 = 8, y4 = 8 Texture address = 0007F000 Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word | YES Line Color Screen Stuff ----------------------- Mode = Color per line Address = 05E1E200 Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 31:1 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 31:1 Color Calculation Ratio 5 = 31:1 Color Calculation Ratio 6 = 31:1 Color Calculation Ratio 7 = 31:1 Priority 0 = 6 Priority 1 = 0 Priority 2 = 0 Priority 3 = 0 Priority 4 = 0 Priority 5 = 0 Priority 6 = 0 Priority 7 = 0 | Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | yabause signals 3D Memory 2% Registers 4% | X 3D 100% Memory 34,8% Registers DMA On | X DSP Memory 95% | X | 30FPS | Yabause: 300 @30 = | RAM(L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive | ||||||||||||||||||||||||||||||||||
5 | SEGA GAME SAMPLE 1 For SBL 1.1 Magic carpet | SEGA | AM1 / AM2 | 1994-08-01 | Tech demo | Yabause(0.9.15) / SFF(0.10) | Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | YES Distorted Sprite x1 = 196, y1 = 101, x2 = 210, y2 = 104 x3 = 205, y3 = 110, x4 = 190, y4 = 107 Texture address = 0007F800 Texture width = 32, height = 32 Texture read direction: Normal Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00008120 | YES 1 Light Parallell Static Source not Color Gouraud / Flat | YES VDP2 Color Line Screen over RGB0 | Foreground NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 2V Pattern Name data size = 1 word Floor RBGX Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words | YES RGBO degrade floor Line Color Screen Stuff ----------------------- Mode = Color per line Address = 05E10000 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 15:17 Special Color Calculation 0 | Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | yabause signals 3D Memory 2% Registers 4% | X 3D 40% Memory 26% Registers | X DSP Memory 95% | X | 60FPS | Yabause: 50 @60 = | RAM(L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive | |||||||||||||||||||||||||||||||||||
7 | Virtua Fighter 1 | SEGA | AM2 | 1994-11-22 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | 3D Game Polygon Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000100 Color Calc. mode: Replace Distorted Sprite x1 = 447, y1 = 72, x2 = 429, y2 = 70 x3 = 337, y3 = 70, x4 = 351, y4 = 73 Texture address = 00045600 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007FD00 Color Calc. mode: Replace | Sprite Type = C VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 0 No System Clipping | NO | YES Sombras humanas nivel Shara Polygon Pre-clipping Enabled Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000040 Color Calc. mode: Replace | YES 1 Light Parallell Dynamic Source Not Color Flat | - | NO | NO | NBG0 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 1V Pattern Name data size = 2 words | - | HD 704 x 256(PAL) Non-Interlace | X | X 3D | X 3D 95% Memory 48% Registers | X CD-DA .wav CD audio DSP Signal in SSF In Yabause 60% memory 0% Registers | X | 25/30FPS | Yabause: 950 @30 = 20.400 Oficial data: 39.000 quads/sg 1300 aprox en 1 frame. 1100 Fighters and in escenary 220 | RAM(L/H) 75/70% VRAM VDP1 (Tex+CLUT+Gouraud) 30% VRAM VDP2 (layers/color) 60/65% | Exclusive Port Arcade Model 1 Arcade data: Character in the game is rendered with 2,000 polygons. The ground uses more than 220 polygons. least 5420 polygons per frame, 162,600 Releases | Main Programmer: Keiji Okayasu Programmers: Tetsuya Sugimoto, Hiroaki Shoji, Motoi Kaneko, Jun-ichi Ishito Designers: Yoshinao Asako, Youji Kato, Ryoya Yui Sound Designers: Takayuki Nakamura, Takenobu Mitsuyoshi, Kazuhiko Kouchi Thanks: Yutaka Nishino, Hideya Shibazaki, Takayuki Yamaguchi, Kazuo Otani, Sega Digital Studio Producer: Yu Suzuki | SGL 0.x ? | |||||||||||||||||||||||||||||
8 | Tama - Adventurous Ball in Giddy Labyrinth | Time Warner Interactive | Time Warner Interactive | 1994-11-22 | Puzzle 3D | Yabause(0.9.15) / SFF(0.10) | NO ? | NO ? | YES 1 Light source parallel Flat Palleted color | YES Intro shadow Polygon x1 = 76, y1 = 83, x2 = 29, y2 = 84 x3 = 54, y3 = 83, x4 = 54, y4 = 83 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00042908 Color Calc. mode: Replace/Half-transparent Menus Window world selection 3D Game Ice Levels walls | YES | YES | X | X 3D | Yabause signals X 3D 95% Memory 21,7% Registers | CD-DA SSF DSP Memory 35% | X | Intro 10/15FPS 3D Game 15/20FPS ? | Intro Yabause: 734 @15 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Simultaneous SS/PSX Muy parecidos en FPS y graficos. Transparencias en ambos. Release PSX J 1994-12-03 / SS J 1994-11-22 | ||||||||||||||||||||||||||||||||||||
12 | Daytona USA | SEGA | AM2 | 1995-04-01 | Racing | Yabause(0.9.15) / SFF(0.10) | Todo Sprites distorsionados sin gourand. | YES Sombras? UI algo +? | NO | Menus, uso transparencia VDP2? UI? Fondo solo traslación | X | X 3D | Signals in Yabause X 3D 15% Memory 20% Registers | ? | ? | 20FPS | Yabause: 953 @20 = 19.060 @30 = 28.590 @60 = 57.180 Oficial data: 60.000 polys/seg @3.000 polys frame | RAM(L/H) 85/75% VRAM VDP1 85% (Tex+CLUT+Gouraud) VRAM VDP2 70/60% layers/color | 100% Slave | Exclusive port Arcade Model2A ? Release | Chief Programmer: Yutaka Nishino Programmers: Hideya Shibazaki, Takayuki Yamaguchi, Kazuo Ohtani, Matsuhide Mizoguchi, Koue Tsukuda Designers: Yoshinao Asako, Youji Kato, Ryoya Yui Sound Engineers: Takayuki Nakamura, Takenobu Mitsuyoshi, Kazuhiko Kouchi Special Thanks: Keiji Okayasu, Toshihiro Nagoshi, Yu Suzuki, Joe Miller, Mike Latham, Yukimi Shimura, Toshiro Nakayama, Jef Feltman, Larry Loth, Willie Mancero, Scott Bayless, Jesse Taylor, Eric Rawlins, Mike Weiner, Blair Bullock, Mark Lindstrom, Tim Dunley and Nemer Velasquez | SGL 1.x ? | |||||||||||||||||||||||||||||||||||
14 | Cyber Speedway | SEGA | Nextech / Sega CS | 1995-05-26 | Racing 3D | Yabause(0.9.15) / SFF(0.10) | Normal Sprite Texture width = 272, height = 16 Color mode: 15 BPP(RGB) Line Color mode: 4 BPP(16 color bank) Polygon Color mode: 4 BPP(16 color bank) Distorted Sprite Texture width = 64, height = 64 Color mode: 4 BPP(16 color bank) Normal Sprite Texture width = 32, height = 32 Color mode: 4 BPP(16 color bank) | FMV Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 3D Game Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 1 System Clipping X2 = 351, y2 = 223 | YES Escenario y nave espacial protagonista. Naves rivales parece que no. Distorted Sprite Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Polygon Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading | YES Cascadas agua Distorted Sprite x1 = 93, y1 = 4, x2 = 98, y2 = 5 x3 = 98, y3 = 11, x4 = 93, y4 = 8 Texture address = 0006AD80 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00001300 Color Calc. mode: Replace Efectos explosiones Distorted Sprite x1 = 14, y1 = 24, x2 = -49, y2 = 24 x3 = -49, y3 = -39, x4 = 14, y4 = -39 Texture address = 00067400 Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00001180 Color Calc. mode: Replace | NO 1 Light Baked Gouraud | NO | NO | NO | Fondo menu: NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) UI Transparente zona NBG0 mode 8-bit(256 colors) Bitmap(512x256) Special Color Calculation Mode = 3 Color Calculation Ratio = 15:17 Special Color Calculation 3 Fondo NBG1 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 40000 | YES Transicion video a main menu Color Calculation Condition = Priority >= CC Condition Number Color Calculation Condition Number = 7 Color Calculation Ratio 0 = 31:1 Fade Black Start race Color Offset A Enabled En todas las capas R = -52, G = -52, B = -52 R = 0, G = 0, B = 0 | SD Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X 3D / FMV | Signals in Yabause 1 registro 2% Memory con Memory. SSF OFF. | Signals in Yabause FMV 26% Register 20% Memory 3D 4% Register (1) 2% Memory SSF OFF. | X CD-DA | X | Cinepack / PCM | 24bpp RGB Resolution: 280 x 156 FPS: 30.000 Bit rate: 176 kbps Rate: 22050 Hz Channels: 1 | VDP1 Distorted Sprite Texture width = 280, height = 156 Color mode: 15 BPP(RGB) | 30FPS? | Yabause: 920 aprox @30 = 27.600 @60 = 55.200 | Possible Mip Mapping and / or LOD | RAM (L/H) 65/75% VRAM VDP1 (Tex+CLUT+Gouraud) 100% VRAM VDP2 (layers / color) 45/100% | 1% Slave | Exclusive CD Creation 1994/11/11 | Cyber Speedway Staff Visual Concept Designers Syd Mead, Nick Pausback Programmers Hiroaki Sano, Toshio Toyota, Satoshi Ōtake, Yukihiko Tani, Hiroshi Fukuda Planning Hiroaki Sano, Tetsuya Maeda Production Hiroaki Sano, Tetsuya Maeda Assistant Producers Seiichi Sekine, Yoshitaka Maki Object Modeling Yoshihisa Shimizu, Kazushige Nagai Texture Mapping Yoshihisa Shimizu, Kazushige Nagai, Masahiro Sato, Munemoto Matsushima, Kazuhiro Nagata Course Modeling Yoshihisa Shimizu, Masahiro Sato, Munemoto Matsushima Assistant Design Kazuhiro Nagata CG Movie Works Hitoshi Masuda, Hideyuki Kikuchi Special Thanks Yayoi Onda, Toshio Yamamoto, Eiichi Kitano, Yuji Tamaya, Ryōsuke Tei Music Composer Kōji Hayama Character Design Yasuhiro Suzuki Executive Producer Katsuji Aoyama Computer Design By Nextech Supervision — SEGA Side Staff Executive Producer Mamoru Shigeta Producers Yoji Ishii, Makoto Oshitani, Yutaka Sugano Technical Director Shuichi Katagi Technical Support Yoshiki Ōka, Hirokazu Takase Sega of America Credits Producer Dante Anderson Product Manager Sarah Mason Richmond Lead Tester Stephen Bourdet (as Steve Bourdet) Assistant Leads David Paniagua, Todd Slepian Testers Lorne Asuncion (as Lorne Ascuncion), Tracy Johnson, Aron Drayer, Nick Katakis, Tim Turner, Stan Weaver, Marc Dawson (as Mark Dawson), Sako Bezdjian, C. Matthew Prescott (as Matt Prescott), Neil Musser Away Team Dante Anderson, Steven Apour (as Steve Apour), Eric Rawlins, Maxwell Taylor (as Max Taylor), Steve Payne CD Technical Jef Feltman, Larry Loth Manual Neil Blacknell Special Thanks James Spahn, Steve Payne, Eric Rawlins, Spencer N. Nilsen (as Spencer Nilsen), David Albert (as Dave Albert), Mark Miller, Adam Sevillia, Joyce Takakura, John Couch, J. Tony Smith, Maxwell Taylor (as Max Taylor), Tim Dunley, Mike Williams, Sarah Wittmer, Sega Consumer Service, Dave Grohl | |||||||||||||||||||||||||
15 | Virtua Fighter 1 Remix | SEGA | AM1 / AM2 | 1995-07-14 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | 3D Game Distorted Sprite Texture address = 00034C00 Texture width = 16, height = 16 Texture read direction: Reversed vertical Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(64 color bank) Color bank: 00000200 Color Calc. mode: Replace 8 BPP(64 color bank) Distorted Sprite Texture address = 0002A740 Texture width = 32, height = 32 Texture read direction: Reversed vertical Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace | Sprite Type = C VDP1 Framebuffer Data Format = Palette only Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 703, y2 = 255 | NO | YES Sombras humanas opacas menos nivel Sarah Distorted Sprite Texture address = 0002A740 Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace | NO | - | NO | NO | NBG0 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 1V Pattern Name data size = 2 words Floor RBG0 Using Parameter A 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words | - | HD 704 x 256(PAL) Non-Interlace | X | X 3D | X 3D 95% Memory 48% Registers | X CD-DA .wav CD audio DSP Signal in SSF In Yabause 60 % memory | X | NO | NO | NO | 25/30FPS | Yabause: 650 @30 = 19.500 | NO | RAM(L/H) 75/70% VRAM VDP1 (Tex+CLUT+Gouraud) 70% VRAM VDP2 layers/color 65/65% | Exclusive | Main Programmer: Keiji Okayasu Programmers: Tetsuya Sugimoto, Hiroaki Shoji, Motoi Kaneko, Jun-ichi Ishito Designers: Yoshinao Asako, Youji Kato, Ryoya Yui Sound Designers: Takayuki Nakamura, Takenobu Mitsuyoshi, Kazuhiko Kouchi Thanks: Yutaka Nishino, Hideya Shibazaki, Takayuki Yamaguchi, Kazuo Otani, Sega Digital Studio Remixed by: V.F. Remix Team Producer: Yu Suzuki | SGL 1.x ? | |||||||||||||||||||||||||
19 | Slam Dunk - I love Basketball | Bandai | BEC Co. Ltd | 1995-08-11 | Basketball | Yabause(0.9.15) / SFF(0.10) | Players Escenario | Menu / FMV / 3D Game Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 | NO | NO | NO | YES Tablero cristal Polygon x1 = 9, y1 = -46, x2 = -29, y2 = -46 x3 = -29, y3 = -24, x4 = 9, y4 = -24 Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: B678 Color Calc. mode: Replace/Half-transparent | YES VDP2 Horizon degrade NBG0 mode 4-bit(16 colors) Bitmap(512x256) | YES Menus Normal Sprite x = 4, y = 8 Texture address = 00016480 Texture width = 240, height = 112 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace Reflejos VDP1>VDP2 Scaled Sprite Zoom Point: Lower-center xa = -58, ya = 153, xb = 54, yb = 83 Texture address = 0006AD40 Texture width = 72, height = 106 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(64 color bank) Color bank: 00001400 Color Calc. mode: Replace Sombras VDP1>VDP2 Scaled Sprite Zoom Point: Center-center xa = -488, ya = 156, xb = 66, yb = 11 Texture address = 00017B40 Texture width = 56, height = 56 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00038980 Color Calc. mode: Replace | 3D Game Horizon degrade NBG0 mode 4-bit(16 colors) Bitmap(512x256) Suelo RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Bitmap(512x512) | YES Menus Sprite stuff Color Calculation Enabled Color Calculation Condition = Priority >= CC Condition Number Color Calculation Condition Number = 0 Color Calculation Ratio 0 = 26:6 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 31:1 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 31:1 Color Calculation Ratio 5 = 31:1 Color Calculation Ratio 6 = 31:1 Color Calculation Ratio 7 = 31:1 3D Game Fade black on/off Color Offset sprite and screen layers Color Calculation Enabled Color Calculation Condition = Priority == CC Condition Number Color Calculation Condition Number = 4 Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 27:5 Color Calculation Ratio 3 = 30:2 Color Calculation Ratio 4 = 31:1 ... Color Calculation Ratio 7 = 31:1 Priority 0 = 5 Priority 1 = 0 Priority 2 = 7 Priority 3 = 4 Priority 4 = 0 … Priority 7 = 0 RBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 19:13 | FMV / Menu / 3D Game Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X FMV | X 3D Memory 95% Registers 43,47% | X MIDI DSP Memory 65% | X | Cinepack / PCM | 24 bit color RGB Resolución: 288 x 216 Imágenes por segundo: 30.000 Tasa de bits: 712 kbps Tasa: 22254 Hz Canales: 2 | VDP1 Scaled Full Screen Distorted Sprite x1 = 16, y1 = 4, x2 = 303, y2 = 4 x3 = 303, y3 = 219, x4 = 16, y4 = 219 Texture address = 00008000 Texture width = 288, height = 216 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace VDP2 Off | 30/60FPS | Yabause: 386 @30 = 11.580 @60 = 23.160 | RAM(L/H) 95/65% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers/color) 80/70% | 80% Slave | Exclusive | Game Part Production Game Design & Planning Yūsuke Suda Main Programming Takeshi Takahata Display System Kōta Yasoshima Logic Routine Programming Kōta Yasoshima Kernel and Other Programming Yūsuke Suda Game Part GraphicsMasaki Nakao Opening Visual/Option/Continue Graphics Hirotoshi Baba , Kazuhiro Terada CG ModelingTakayuki Aihara, Hirofumi Yagi , Masazumi Asai Game Music Composition Koji Yamada Game Sound Effects Hiroaki Yagishita Opening ThemeKenichi Kamio Game Part Graphic Support Naoaki Isshiki , Takashi Araki , Fumiko Tamura Synthesizer Library InVision Interactive | ||||||||||||||||||||||||||
20 | Off World Interceptor Extreme | Crystal Dynamics | Crystal Dynamics | 1995-08-23 | Action Cars | Yabause(0.9.15) / SFF(0.10) | FMV Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 | YES Items and some objets Distorted Sprite x1 = 359, y1 = 222, x2 = 344, y2 = 5 x3 = 284, y3 = 5, x4 = 276, y4 = 222 Texture address = 0004EB60 Texture width = 64, height = 64 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0002F360 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00071C60 | YES Distorted Sprite x1 = 359, y1 = 222, x2 = 344, y2 = 5 x3 = 284, y3 = 5, x4 = 276, y4 = 222 Texture address = 0004EB60 Texture width = 64, height = 64 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0002F360 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00071C60 | NO | YES Depth Cueing VDP1 Color LUT Scenary gradient to Black foregorund elements Depth Cueing VDP1 Gouraud shading for items gradient distance | YES Fade black in/out Polygon | FMV Display Resolution = 320 x 224(NTSC) Interlace Mode = Non-Interlace | X 3D / FMV | yabause signals 3D / FMV Memory 2% Registers 2% | yabause signals FMV / 3D Memory 0% Registers 27,7% | X Wave music. Format unknow yabause signals DSP 40% Memory | X | DUCK / Duck Audio | Intro 32 bits RGB Resolución: 296(148 VLC) x 184 Tasa de bits: 1357 kbps Imágenes por segundo: 15.000 Tasa de bits: 354 kbps Tasa: 44100 Hz Canales: 2 Logo 32 bits RGB Resolución: 304( 152 VLC)x 176 Tasa de bits: 1493 kbps Imágenes por segundo: 15.000 Tasa de bits: 354 kbps Tasa: 44100 Hz Canales: 2 | VDP2 NBG0 mode 32-bit(16.7 mil colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 00040000 Plane B Address = 00040000 Plane C Address = 00040000 Plane D Address = 00040000 Screen Scroll x = -500, y = -12 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 2 Special Color Calculation 0 | 30/60FPS ? | Yabause: 600 aprox @30 = 18.000 @60 = 36.000 | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port 3DO before to SS/PSX No transparency at all. In 3DO and PSX all transparencys. FMV quality same like 3DO. PSX superior resolution and compress for MPJEG. All rest same, exept the FPS in SS and PSX higger and very equal rate. PSX U 1995-09-10 / SS U 1995-08-23 | ||||||||||||||||||||||||||||||||
23 | Wing Arms | SEGA | Bell Corporation / Jitensha / T's Music / Sega CS | 1995-09-29 | Airplane 3D | Yabause(0.9.15) / SFF(0.10) | Polygon x1 = -175, y1 = 71, x2 = 176, y2 = 71 x3 = 176, y3 = 120, x4 = -175, y4 = 120 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Distorted Sprite x1 = 45, y1 = -6, x2 = -45, y2 = -6 x3 = -45, y3 = 7, x4 = 45, y4 = 7 Texture address = 0001EEA0 Texture width = 128, height = 16 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace Line x1 = -24, y1 = 62, x2 = -23, y2 = 60 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0004A528 Color Calc. mode: Replace | Menu / FMV / Sprite Type = 0 VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 0 3D Game Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Local Coordinates x = 175, y = 119 | YES Plains, boats and Scenarios Polygon x1 = 3, y1 = 55, x2 = 2, y2 = 53 x3 = 0, y3 = 50, x4 = 1, y4 = 50 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040288 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00013FF8 Distorted Sprite x1 = -5, y1 = 52, x2 = -5, y2 = 54 x3 = -2, y3 = 49, x4 = -2, y4 = 48 Texture address = 00026190 Texture width = 8, height = 8 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00013FB8 | YES Clouds, trails fire, smoke… Distorted Sprite x1 = 86, y1 = 40, x2 = 154, y2 = 40 x3 = 154, y3 = 66, x4 = 86, y4 = 66 Texture address = 0001C920 Texture width = 80, height = 16 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | YES 1 Light Dynamic Source not Color Gouraud | YES VDP2 White Horizont gradient Gradient function or LCS | 3D Game UI 1 NBG0 mode 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 20000 Bitmap Palette Address = 0 Screen Scroll x = -12, y = -8 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 4 Special Color Calculation 0 UI 2 / Cockpit NBG1 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = -12, y = -8 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 3 Special Color Calculation 0 Floor infinity RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 2 words | No Color Offset or Fade Line Color Screen Stuff ----------------------- Mode = Single color Address = 05E00000 Back Screen Stuff ----------------- Mode = Color per line Address = 05E7FE00 3D Game Horizon 2D Fof Possible RBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 31:1 Special Color Calculation 0 | Menu Display Resolution = 352 x 240(PAL) Interlace Mode = Non-Interlace FMV Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace | X FMV | X 2D / 3D | Yabause signals FMV / 3D Memory 20% Registers 17,4% | X CD-DA sddrvs.tsk ver1.27 94/11/21 SATURN(S) maste .pcm DSP % | X | Cinepack / PCM | 24bits RGB Resolution: 256 x 184 FPS: 600.000 Bit rate: 352 kbps Rate: 44100 Hz Channels: 1 | VDP2 NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = -504, y = 0 Coordinate Increments x = 1,280000, y = 1,000000 Line Scroll Vertical enabled Line Scroll Horizontal enabled Line Scroll Enabled Line Scroll Table Address = 05E60000 Line Scroll Interval = Each Line Vertical Cell Scroll enabled Vertical Cell Scroll Table Address = 05E70000 Window W0 Enabled: Horizontal start = 12 Vertical start = 20 Horizontal end = 337 Vertical end = 203 Display inside of Window Window Overlap Logic: OR Color Ram Address Offset = 0 Priority = 1 … Special Color Calculation 0 | 30FPS | Yabause: 660 aprox @30 = 19.800 | YES LOD in 3D Assets No texture in far | RAM (L/H) 50/50% VRAM VDP1 (Tex+CLUT+Gouraud) 70% VRAM VDP2 (layers / color) 60/85% | Exclusive | Exective Producer: Mamoru Shigeta, Jun Yakahi Producer: Hiroshi Asou Director: Koji Iwashita Planner: Satoru Aoyama Game Designer: Joe Gillian Programmer: Nobuyuki Nishiyama, Futaro Yamamoto, Tadashi Ogura, Takashi Itou, Kiyoshi Fukaya, Shuichi Sugimoto Graphic designer: Satoru Aoyama, Kouji Watanabe, Syohei Kohara, Sayoko Kingodzi, [Jitensha Co.,Ltd.] 3D System Engineer (3D Realizer): Kazunori Hasegawa, Yasutaka Mori Sound & Music: K.Sakurai, E.Yamamoto, Shinitiro Sato ([T'S Music]), Takashi Tsumaki ([T'S Music]) Voice: Takao Ishii, Ikkan Arai, Emiko Kuriyama Special thanks to: Tatsuya Kozaki (Sound Collaborator), Takehisa Kobayashi (Aerodynamics Adviser), M&M Hobby (Model Collaborator) Sega Sound Produced by: InVision Interactive Produced by: Bell Corporation Presented by: Sega Enterprises,Ltd. 1995 | SGL 1.x ? | It was one of the first games to be developed using the Sega Graphics Library operating system. | ||||||||||||||||||||||||||
24 | Victory Boxing | Victor Entertainment | Victor Entertainment | 1995-10-20 | 3D Boxing | Yabause(0.9.15) / SFF(0.10) | FMV System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 | YES | NO | YES 2 Light Parallel Dynamic Source not Color Flat(Gouraud) | YES Fighters 3D main menu Windows UI Pause backgorund dark ? | ? | NO | FMV Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X FMV | X 3D Registers ? Memory ? | X CD-DA sddrvs.tsk @Ver1.31 95/06/20SATURN(S) sampleNao V0.00q Kas V0.00 DSP 70% Memory | X | Propietary Unknow Dmpwe .mov | 304x200 8BPP Dithered Mono | VDP1 Scaled Sprite Zoom Point: Only two coordinates xa = 8, ya = 12, xc = 311, yc = 211 Texture address = 00010D20 Texture width = 304, height = 200 Texture read direction: Normal Pre-clipping Enabled Color mode: 8 BPP(256 color bank) Color bank: 00000000 Color Calc. mode: Replace | 60FPS | Yabause: 660 @60 = 39.600 | First SS before port PSX Very different. Gouraud Lighthing Source Shaded. PSX J 15 November 1996-11-15 / SS J 1995-10-20 | ProgramKatsutoshi Watanabe, Yoshiaki Iwasawa (as Keimei Iwasawa) Motion DesignHideki Kubo 3D ModelingTakanori Wada GraphicTakanori Wada, Mitsunori Yoshida, Maki Sadaie Music/SETsukasa Tawada Voice Script & DirectionChris Scaglione (JMI), Gavin White (JME), Eric Baron Voice PersonalityHerschel Sparber, Brian Richard Peck (as Brian Peck), Steve Susskind Opening CG AnimationVisual Science Laboratory, Inc. Title LogoComix Brand Test PlayPole To Win, Akihiro Akaike (as Aki Akaike [JMI]), Ron Talay (JMI) Assistant DirectorMakoto Taniguchi, Inazou Urano Technical DirectorYoshiaki Iwasawa (as Keimei Iwasawa) DirectorYasushi Endō Assistant ProducerChris Scaglione (JMI) ProducerToshiyuki Nagai, Yoji Takenaka (JMI) Original Game DesignElectronic Arts | |||||||||||||||||||||||||||||||
26 | Ghen War | SEGA | Jumpin' Jack Software / Sega Away Team | 1995-10-26 | FPS | Yabause(0.9.15) / SFF(0.10) / consola | Logo/Menu Fondo para fabe Black Polygon x1 = 0, y1 = 0, x2 = 319, y2 = 0 x3 = 319, y3 = 239, x4 = 0, y4 = 239 Pre-clipping Enabled End Code Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace 3D Game Polygon x1 = 76, y1 = 52, x2 = 65, y2 = 50 x3 = 82, y3 = 45, x4 = 93, y4 = 65 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00040000 Color Calc. mode: Replace Distorted Sprite x1 = 140, y1 = 174, x2 = 107, y2 = 171 x3 = 145, y3 = 169, x4 = 178, y4 = 172 Texture address = 00016240 Texture width = 48, height = 48 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen No System Clipping ? | YES Scenarios, Items y enemigos Distorted Sprite x1 = 274, y1 = 114, x2 = 258, y2 = 113 x3 = 269, y3 = 113, x4 = 285, y4 = 120 Texture address = 00011A40 Texture width = 48, height = 48 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00008378 Polygon x1 = 148, y1 = 97, x2 = 148, y2 = 97 x3 = 148, y3 = 97, x4 = 148, y4 = 97 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00040040 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00008600 | NO | YES 1 Light Bake(precalculed fixed light) not Color Flat/Gouraud 1 Light Static Source? light not Color Flat/Gouraud in items and enemies | YES Shadows enemies (Billboard) Distorted Sprite x1 = 144, y1 = 184, x2 = 180, y2 = 182 x3 = 212, y3 = 185, x4 = 174, y4 = 188 Texture address = 00040A00 Texture width = 40, height = 49 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00036BE0 Color Calc. mode: Replace/Half-transparent Fire and Smoke Fire Distorted Sprite x1 = 183, y1 = 136, x2 = 185, y2 = 136 x3 = 185, y3 = 138, x4 = 183, y4 = 138 Texture address = 00037580 Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00036BA0 Color Calc. mode: Replace/Half-transparent | YES Degrade horizon to dark Gouraud + Black Polygon Far Clipping | ? | Menus NBG1 / 2 / 3 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word 3D Game Foregoround NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? Cockip NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? UI Map Transp NGB2 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word Pause menu-map NBG3 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? | YES Fade Black whit color calculation Polygon x1 = 0, y1 = 0, x2 = 319, y2 = 0 x3 = 319, y3 = 223, x4 = 0, y4 = 223 Pre-clipping Enabled End Code Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V ... Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 0:32 Special Color Calculation 0 Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 ... Color Calculation Ratio 7 = 31:1 Menus NBG0 mode / NBG1/2 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 31:1 Special Color Calculation 0 3D Game UI Map Transp NGB2 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 14:18 Special Color Calculation 0 | SD Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Signals in Yabause 3D / FMV 20% Memory 22% Registers | X CD-DA DSP 0% memory 0% Registers | X | DUCK / Duck Audio | 32 bits RGB Resolution: 304(152) x 160 Bit rate: 1002 kbps FPS: 15.000 Bit rate: 177 kbps Rate: 22050 Hz Channels: 2 | VDP2 NBG0 mode 32-bit(16.7 mil colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words | 20FPS | Yabause: 780 @30 = 23.400 | NO | RAM (L/H) 85/75% VRAM VDP1 (Tex+CLUT+Gouraud) 75% VRAM VDP2 (layers / color) 70/90% | Exclusive | Original Concept: Robert Leyland Programmers: Eric Hammond, Robert Leyland, Steve Scholl Assistant Programmers: Brad Van Tighem, Brian Gebala, Scott LaValley Game Design: Robert Leyland, Eric Hammond, Greg Hammond, Eric Rawlins, Steve Scholl Art Supervisor: Jenny Martin Artists: Richard Antaki, John Broenen, Suzie Greene, Greg Hammond, Madeline Preisner, Brian Ransom, Arlin Robins Interior Modelling: Greg Hammond Level Music: Brian Coburn Sound Effects: Brian Coburn, Eric Hammond Ghen Creatures Original Concept Art: Marc Sasso Ghen 3D Models and Animation: Greg Hammond Sega of America Assistant Producer: Eric Rawlins Jumpin' Jack Producer: Lawrence Berkin Sega of America Sr. Producer: Steven Apour Hardware Engineer: Renee Greenwood Compression Engineers: Eric Caplain, Katie Weathers Software Engineer: Gail Tsujita CD Technicians: Jef Feltman, Larry Loth Production Assistant: Seth Gerson Music composed and performed by: bygone dogs Produced by: Spencer Nilsen and bygone dogs Recorded by: Dave Young for Sega Music Group | ||||||||||||||||||||||||||
27 | Tadaima Wakusei Kaitakuchuu! | Altron | Altron | 1995-11-03 | Simulation | Yabause(0.9.15) / SFF(0.10) | YES Xxx | YES Xx | YES 1 Light Static Source not Color Flat / Gouraud | YES Xx | X | X 3D / FMV | Yabause signals FMV / 3D Memory ?% Registers ?% | X MIDI DSP ?% Memory 0% Registers | X | Cinepack / PCM | VDP1 | 30/60FPS ? | Yabause: 300 @30 = 9.000 @60 = 18.000 | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Simultaneous PSX/SS Possible PSX base Transparencias. Mejor codec FMV. Resto igual. PSX J 1995-11-03 / SS J 1995-11-03 | Staff: Tamotu Maruyama, Motonori Hirahara, Koji Tominaga, Kensaburo Uchida, Asako Izutsu, Kazuhiro Ichimura, Kiyohiro Sada, Minako Adachi, Yoko Takada, Kumi Kamimura, Misaki Itoh, Miho Tsujigo, Ikuo Kuwabara, Masao Kuwabara | |||||||||||||||||||||||||||||||||||
29 | Touge King - The Spirits / High Velocity: Mountain Racing Challenge | Atlus | Cave | 1995-11-10 | Racing | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | Command is skipped – Not show all elements Yabause 0.9.15 git 01-12-2017 Whit pause show partyally elemets in screen Menu Normal Sprite x = 101, y = 185 Texture address = 0006D740 Texture width = 160, height = 32 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00014040 Color Calc. mode: Replace 3D Game Polygon x1 = 0, y1 = 185, x2 = 351, y2 = 185 x3 = 351, y3 = 223, x4 = 0, y4 = 223 Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: 0000 Color Calc. mode: Replace | Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 FMV Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen User Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES All Scenary and cars Distorted Sprite x1 = -189, y1 = -11, x2 = -192, y2 = -16 x3 = -186, y3 = -17, x4 = -183, y4 = -11 Texture address = 0001A0C0 Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00014580 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00010AC8 Distorted Sprite x1 = 16, y1 = 1, x2 = 15, y2 = -4 x3 = 24, y3 = -4, x4 = 26, y4 = 1 Texture address = 000588C0 Texture width = 32, height = 8 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00010D18 | YES Shadow Polygon x1 = -35, y1 = 28, x2 = 38, y2 = 25 x3 = 44, y3 = 38, x4 = -39, y4 = 41 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00044210 Color Calc. mode: Replace | YES 1 Light Bake(precalculed fixed light) not Color Flat/Gouraud Horizon gradient scenary (Simulates flat lighting in the distance) | NO ? | YES Horizon gradient scenary (Simulates flat lighting in the distance) | NO ? | Logo/Menus Foregorund NBG0 mode/ NBG1 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 1 word ... Special Color Calculation 0 3D Game UI Speed NBG3 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = ? …. Special Color Calculation 3 Background RBG0 Parameter A/B switched parameter window Rotation Window 0 Enabled Horizontal start = 0 Vertical start = 0 Horizontal end = 0 Vertical end = 0 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 00074000 …. Plane P Address = 0006C000 Window disabled whole screen Color Ram Address Offset = 300 ... Special Color Calculation 3 | YES Fade Black Color offset Layers, Back and Sprite Screens Line Color Screen Stuff ----------------------- Mode = Color per line Address = 05E7F000 Back Screen Stuff ----------------- Mode = Color per line Address = 05E7F400 Color Offset A Enabled R = 0, G = 0, B = 0 | SD Display Resolution = 352 x 224(NTSC) Interlace Mode = Non-Interlace | X FMV | X 3D | Signals in Yabause X 3D 35% Memory 20% Registers | X CD-DA DSP 80% Memory Possible Reverb in tunnels, CD music in tunnels and speech start | X | Cinepack / PCM | 24 bit RGB Resolution: 320 x 224 FPS: 600.000 Bit rate: 705 kbps Rate: 44100 Hz Channels: 1 | VDP1 Distorted Sprite x1 = 0, y1 = 0, x2 = 351, y2 = 0 x3 = 351, y3 = 223, x4 = 0, y4 = 223 Texture address = 00008000 Texture width = 320, height = 224 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | 20FPS Yabashashiro very smooth en consola real? | Yabause: 532 Not show all? Command is skipped 0.9.15 git 01-12-2017 Whit pause show partyally elemets in screen @20 = @30 = 15.960 A lot of polygons | ? | RAM(L/H) 55/85% VRAM VDP1 95% (Tex+CLUT+Gouraud) VRAM VDP2 60/95% layers/color | Exclusive before port a PSX por Nextech: Touge Max Muy diferente. Analizar. SS J 1995-11-10 / PSX J 1997-01-24 | Credits ? | Command list en Yabause vacio, Whit pause show partyally elemets in screen Great drawing distance y poligonos/sprites en pantalla. | |||||||||||||||||||||||||
30 | Dragon Ball Z: Shin Butōden | Bandai | Tose Co., Ltd. | 1995-11-17 | Fighting 2D | Yabause(0.9.15) / SFF(0.10) | Polygon x1 = 208, y1 = 0, x2 = 210, y2 = 0 x3 = 146, y3 = 240, x4 = 144, y4 = 240 End Code Enabled Color mode: 15 BPP(RGB) Non-textured color: 801F Color Calc. mode: Replace Normal Sprite Texture width = 96, height = 32 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color Calc. mode: Replace Distorted Sprite Texture width = 104, height = 39 Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(64 color bank) Color Calc. mode: Replace Scaled Sprite Zoom Point: Only two coordinates Texture width = 64, height = 112 Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(64 color bank) Color Calc. mode: Replace Line Color mode: 4 BPP(16 color bank) Color Calc. mode: Replace | FMV Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 Menu / 2D Battle Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 239 | NO | NO | NO | NO | YES VDP1 “Depth Cueing” pre-inked color palettes to black foregorund Distorted Sprite x1 = 190, y1 = 232, x2 = 197, y2 = 232 x3 = 197, y3 = 240, x4 = 190, y4 = 240 Texture address = 00057180 Texture width = 112, height = 136 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(64 color bank) Color bank: 00001C00 Color Calc. mode: Replace | YES UI Menu Normal Sprite x = 124, y = 96 Texture address = 00079800 Texture width = 104, height = 128 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00000800 Color Calc. mode: Replace | 2D Battle NBG0 mode 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 1V NBG1/2/3 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 1V | YES Fade Black/White Color Offset Polygon x1 = 0, y1 = 0, x2 = 351, y2 = 0 x3 = 351, y3 = 223, x4 = 0, y4 = 223 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00040000 Color Calc. mode: Replace UI Layer transparente element Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 31:1 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 31:1 Color Calculation Ratio 5 = 31:1 Color Calculation Ratio 6 = 31:1 Color Calculation Ratio 7 = 25:7 | SD Menu Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace Loading Display Resolution = 352 x 240(PAL) Interlace Mode = Double-Density Interlace Battle 2D Display Resolution = 352 x 240(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Yabause signals FMV / 3D Memory 0% Registers 21% | X CD-DA PCM MIDI DSP Memory 0% | X | Cinepack / PCM | 24bit RGB Logo Resolution: 320 x 224 FPS: 600.000 Bit rate: 176 kbps Rate: 22050 Hz Channels: 1 Intro Resolution: 256 x 176 FPS: 600.000 Bit rate: 352 kbps Rate: 11025 Hz Channels: 2 | VDP1 Not Scaled Window border Distorted Sprite x1 = 48, y1 = 24, x2 = 303, y2 = 24 x3 = 303, y3 = 199, x4 = 48, y4 = 199 Texture address = 00008000 Texture width = 256, height = 176 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | 60FPS | Yabause: @30 = @60 = | RAM (L/H) 80/75% VRAM VDP1 (Tex+CLUT+Gouraud) 75% VRAM VDP2 (layers / color) 40/80% | Possible PSX port SS port is all 2D and exclusive content PSX foregorund 3D and differents menus. Same FMV intro, different quality. Full Screen and MPJEG Codec. PSX J 1995-07-28 / SS J 1995-11-17 | ||||||||||||||||||||||||||||
34 | Virtua Fighter 2 | SEGA | AM2 | 1995-12-01 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | HD Juego Distorted Sprite 64x32 High Speed Shrink Enabled Pre-clipping Enabled End Code Enabled Color mode: 8 BPP(128 color bank) SD Scaled Sprite 120x104 8 BPP(256 color bank) | HD 3D Game / FMV Sprite Type = C VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 3 System Clipping x1 = 0, y1 = 0, x2 = 703, y2 = 511 SD Seleccion luchador Sprite Type = 4 VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 5 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | NO | YES UI y Sombras humanas Polygon Pre-clipping Enabled Mesh Enabled Color mode: 4 BPP(16 color bank) | NO | NO | NO | NO | HD 3D Game NBG0 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V NBG1/2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V RBG0 Parameter A/B switched parameter window 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V SD Seleccion luchador Foreground NBG1/2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V | NO All screens Special Color Calculation 0 | HD 3D Game 704 x 256(PAL) Double-Density Interlace SD FMV Display Resolution = 352 x 256(PAL) Interlace Mode = Non-Interlace Seleccion luchador 352 x 224(PAL) Non-Interlace | X | X 3D / FMV | Signals in Yabause 3D / FMV 25% Memory 17,3% Registers SSF OFF. | X CD-DA 3D Game DSP 80% Memory | X | DUCK / Duck Audio | 320 x 168 / 15bits / 20FPS Mono / 77 kbps / 44100Hz | VDP2 NGB1 16-bit(32,768 colors) Bitmap(512x256) | 60FPS | Yabause: 560 @60 = 33.600 | RAM (L/H) 90/90% VRAM VDP1 (Tex+CLUT+Gouraud) 75% VRAM VDP2 (layers / color) 90/80% | 80% Slave | Exclusive Port Arcade Model 2A Escenarios 3D, el que mas chulo estaba era el de viejo borracho. Vas en una barca y vas por el rio en movimiento pasando bajo puentes. Releases | Director: Keiji Okayasu Programmer System Program etc.:Tetsuya Sugimoto Collision Program etc.: Hideya Shibazaki Motion Program etc.: Hiroaki Shoji Enemy Program etc.: Takayuki Yamaguchi Movie Program etc.:Kazuo Ohtani Command Program etc.: Shinji Ohshima Texture Program etc.: Takeshi Matsuda Scroll Proaram etc.: Hiroki Okajima Graphic designer Movie Design etc.: Yoshinao Asako Background Design etc.: Youji Kato Character Design etc.: Kaori Yamamoto, Kaoru Nagahama Scroll Design etc.:Ryoya Yui Sound Staff Sound Producer: Takayuki Nakamura Music Arranger Director: Takenobu Mitsuyoshi Sound Designer: Kazuhiko Kouchi Music Programmer: Teruo Nakano Recording Director: Tatsutoshi Narita" (Wave Master>Sega Digital Studio) Recording Engineer: Naoyuki Machida (Wave Master>Sega Digital Studio) Recording Manager: Fumitaka Shibata (Wave Master>Sega Digital Studio) Publicity:Koji Umeda, Nobutaka Arii Special Thanks: Matsuhide Mizoguchi, Yutaka Nishino, Shigenobu Iga, Hiroshi Kawaguchi, Arcade V.F.2 Team, Sega Graphics Library>S.G.L. Team, 81 Produce Producer: Yu Suzuki | SGL 1.x ? | |||||||||||||||||||||||||
40 | Time Warner Interactive's V.R. Virtua Racing | Time Warner Interactive | Time Warner Interactive | 1995-12-22 | Racing | Yabause(0.9.15) / SFF(0.10) | 3D Game Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 No clipping system Local Coordinates x = 160, y = 111 320x222 | NO | YES Shadows, smoke… | YES 1 Light Parallel Static Source Not Color Flat | 3D Game Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X FMV | X 3D Memory 90% Registers 39,13% | X CD-DA DSP 20% Memory | X | Cinepack / PCM | 24 bit RGB Resolution: 256 x 176 FPS: 600.000 Bit rate: 356 kbps Rate: 22254 Hz Channels: 2 | 30/60FPS Caidas ? | Yabause: 960 max @30 = 28.800 @60 = 57.600 Very good generation of polygons and horizon | YES LOD cars | RAM(L/H) % VRAM VDP1 % (Tex+CLUT+Gouraud) VRAM VDP2 % layers/color | Exclusive | Programming: Michael Alexander, Tim Crossman, Charles Tolman Graphics Lead: Manuel Laguatan Graphics: Jose Erazo, Ace Miles, Lindsay Dawson Audio: Doug Brandon (Sweet Willy), M. Stevens, Earl Vickers Tools: Chris Ebert Tuning: Robert Boone Test Manager: Curtis Soldano Testing: Robert Boone, John Arvay, Brian Corey Manual: Bill Hindorff, Curtis Clarkson Producer: Bill Hindorff | |||||||||||||||||||||||||||||||||
42 | Sega Rally Championship | SEGA | AM3 / Sega CS | 1995-12-29 | 3D Rally Racing | Yabause(0.9.15) / SFF(0.10) | Todo Sprites distorsionados | 3D Game Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 255 | NO | YES Sombras, agua, polvo, cristales… +? | ? | YES ? | Fondo UI? | YES | 3D Game Display Resolution = 352 x 256(PAL) Interlace Mode = Non-Interlace | X | X 3D | Yabause signals FMV / 3D Memory ?% Registers ?% | CD-DA X DSP 70% Memory 3D QSound ? | X | NO | NO | NO | 30FPS | Yabause: 843 @30 = 25.290 | ? | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive Port Arcade Model2A ? Releases | |||||||||||||||||||||||||||||
49 | Wipeout | Psygnosis | Tantalus / Perfect | 1996-02-29 | Racing 3D | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | Juego / Menu? Distorted Sprite Color mode: 4 BPP(16 color LUT) Distorted Sprite Color mode: 15 BPP(RGB) Normal Sprite Color mode: 4 BPP(16 color LUT) Donde?? Polygon Color mode: 4 BPP(16 color bank) | VDP1 Framebuffer Data Format = RGB and palette 320x224 | YES Elementos UI Polygon x1 = 42, y1 = 101, x2 = 48, y2 = 101 x3 = 51, y3 = 93, x4 = 45, y4 = 93 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00061080 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00025538 | YES Sombras, efectos particulas, UI Shield Polygon Mesh Enabled Color mode: 15 BPP(RGB) Shadow Distorted Sprite Texture width = 16, height = 52 TMesh Enabled Color mode: 4 BPP(16 color LUT) | YES ? 1 Light Static Not Color Gouraud/Flat ? Horizon gradient ? | YES 3D Game Pausa Fondo Polygon x1 = -160, y1 = -112, x2 = 160, y2 = -112 x3 = 160, y3 = 112, x4 = -160, y4 = 112 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040000 Color Calc. mode: Replace/Half-transparent Lock on missile Scaled Sprite Zoom Point: Only two coordinates Texture width = 16, height = 16 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace/Half-transparent | YES ? Horizon gradient ? | NO | Fondo. Menus NBG1 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = ? Fondo carga NBG0 mode 16-bit(32,768 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = ? Game3D Fondo total RBG0 Using Parameter A 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = ? | YES Barrera transparencia 1ª persona Color Offset B Enabled Animado Back Screen Stuff/ Sprite / RBG0 Mode = Single color Address = 05E00000 Color Offset B Enabled R = 103, G = 127, B = 127 | SD 320 x 224(PAL) Non-Interlace | X | X FMV | X 3D DMA ON 45% Memory 56% Registers Signals in Yabause in FMV 45% Memory 21,7% Registers | X CD-DA Signals in Yabause DSP FMV 90% Memory 0% Registers | X | Cinepack ? / PCM ? Bad compressed | Menos de 320x240 8/15bit RGB | VDP1 Polygon 190, x2 = 320, y2 = 190 x3 = 320, y3 = 223, x4 = 0, y4 = 223 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace VDP2 NBG0 16-bit(32,768 colors) Tile(1H x 1V) Plane Size = 2H x 2V Window / No Scaled | 20FPS | Yabause: 840 @20 = 16.800 Very similar or Equal to PSX | YES Possible Tesselation / LOD / Mip Mapping | RAM(L/H) 60/70% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers/color) 60/40% | Port PC/PSX. Un poco menos de resolucion vertical 320x256x16 3D 320x256x24 FMV Geometría muy similar o igual a PSX Faltan la mayoria de transparencias. Humo, sombras, UI sombras o detalles. Flares de farolas. Menos elementos en el humo. Algunas texturas a menos resolucion. Elementos menu o texturas grandes escenarios La distancia de dibujo igual practicamente. No Gouraud elementos menu, fake con texturas. PSX release 1995-09-29 / SS release 1996-02-29 (casi medio año después) | Saturn version by Tantalus Game Programmer/Saturn Engine: Shane Stevens Technical Director: Andrew Bailey Executive Producer: Arthur Kakouris Additional Artwork: Alun Bjorksten A Perfect Entertainment Production Project Manager: Colin Fuidge Quality Assurance: Matt Stamps Additional Music for Perfect Entertainment: Rob Lord, Mark Bandola, Planet 9, Brickbat, Poison Special Thanks to: Angela Sutherland, Trevor Nuridia | No efecto horizonte, como lemmings 3D? Los elementos del menu no tienen textura?? Es muy absurdo este error. Ademas va super lento. | |||||||||||||||||||||||||
66 | Dragon Ball Z: Idainaru Dragon Ball Densetsu | Bandai | BEC Co. Ltd / Tose Co., Ltd. | 1996-05-31 | Fighting 2D / 3D | Yabause(0.9.15) / SFF(0.10) | Menu / FMV Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 3D Battle Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 | YES 3D Game Distorted Sprite x1 = -142, y1 = -32, x2 = -154, y2 = -35 x3 = -153, y3 = -31, x4 = -153, y4 = -31 Texture address = 00050240 Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 00010D80 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00007630 Scaled Sprite Zoom Point: Center-center xa = -46, ya = -98, xb = 233, yb = 84 Texture address = 00060FA0 Texture width = 88, height = 32 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0003DD00 Color Calc. mode: Replace | YES Far/Near Trees Scaled Sprite Zoom Point: Lower-center Texture address = 00061B20 Texture width = 160, height = 224 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00010E80 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0000F990 Energy aura Distorted Sprite Texture address = 00034940 Texture width = 72, height = 32 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00011460 Color Calc. mode: Replace Magic Effects or particle Scaled Sprite Zoom Point: Upper-left Texture address = 0005C260 Texture width = 40, height = 40 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00011140 Color Calc. mode: Replace | YES 1 Light Bake Gouraud/Flat in 3D elements scenary Area Light effect in floor RBG0 | NO | YES VDP1 Depth Cueing fade white/black to foreground shade Gouraud/Flat + Mesh for far and near clipping elements VDP2 Degrade horizon to white in RBG0 Floor | YES Human Shadows Distorted Sprite Texture address = 00041CC0 Texture width = 64, height = 64 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00011500 Color Calc. mode: Replace Area Light magic Distorted Sprite Texture address = 00060F80 Texture width = 8, height = 8 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00029C80 Color Calc. mode: Replace Clouds Scaled Sprite Zoom Point: Center-center Texture address = 00060FA0 Texture width = 88, height = 32 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0003DD00 Color Calc. mode: Replace | 3D Game NBG0 mode 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 40000 Border pause NBG1 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 60000 Floor RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Bitmap(512x256) | YES Fade Black on/off Color offset sprite, layers and back screens Polygon x1 = 0, y1 = 0, x2 = 319, y2 = 0 x3 = 319, y3 = 239, x4 = 0, y4 = 239 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace 3D Game Color Calculation Enabled Color Calculation Condition = Priority == CC Condition Number Color Calculation Condition Number = 6 Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 27:5 Color Calculation Ratio 3 = 31:1 … Color Calculation Ratio 7 = 31:1 Priority 0 = 7 Priority 1 = 6 Priority 2 = 6 Priority 3 = 6 Priority 4 = 0 .. Priority 7 = 0 RBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 21:11 Color Offset A Enabled R = 0, G = 0, B = 0 Special Color Calculation 0 | Menu/ FMV / Display Resolution = 320 x 240(PAL) Interlace Mode = Non-Interlace | X | X FMV | X 3D Memory 70% Registers 43,47% | X CD-DA PCM MIDI in 3D Game DSP Memory 65% | X | Cinepack / PCM | 24 bit color RGB Resolution: 320 x 240 FPS: 30.000 Bit rate: 712 kbps Rate: 22254 Hz Channels: 2 | VDP1 Full screen Distorted Sprite x1 = 0, y1 = 0, x2 = 320, y2 = 0 x3 = 320, y3 = 240, x4 = 0, y4 = 240 Texture address = 00050300 Texture width = 320, height = 240 Texture read direction: Normal Pre-clipping Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | 30/60FPS | Yabause: 300 aprox. Maybe more @30 = 9.000 @60 = 18.000 | RAM (L/H) 90/60% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 75/70% | Simultaneous PSX/SS PSX more transparencies. Different colors for magic. No human shadows No area light in floor. FMV codec different. Light differencies in animation o cutscenes. PSX J 1996-05-31 / SS J 1996-05-31 | Staff Executive Producer Takeshi Yasukawa Producer Hirofumi Inagaki Assistant Producer Megumi Okada Chief Director Hideaki Tomioka Main Programmer Tōru Kanazawa Coordinater Kiyoshi Masumori (Original Version) Executive ProducerToshihiro Suzuki Producer Hirofumi Inagaki Director Hisayasu Suzuki Programmer Makoto Saeki, Kimihiro Kudō, Masahiro Kamada, Nobuya Takahashi, Kōta Yasoshima Graphic Designer Yoshihiro Nakagawachi, Takashi Araki, Masakazu Dohi, Takashi Mori, Fumiko Tamura, Naoaki Isshiki, Takashi Watanabe Opening CG Designer Hirofumi Yagi, Takeshi Onozaki, Kouzi Ichiyama, Takayuki Aihara CG Supervisor Masazumi Asai Sound Hiroaki Yagishita, Koji Yamada Music Kenji Yamamoto Audio Effect Hidenori Arai Special Thanks Bird Studio, Shueisha, Toei Animation Presented by Bandai co. Ltd, Bandai America Inc, Bandai S.A. | ||||||||||||||||||||||||||||
68 | Starfighter 3000 (Star Fighter) | Telstar Studios | Krisalis Software Ltd. / 3do Studio | 1996-06-21 | Spaceships 3D | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | Menu 3D Game Distorted Sprite x1 = 157, y1 = 139, x2 = 162, y2 = 139 x3 = 164, y3 = 144, x4 = 155, y4 = 144 Texture address = 00053C00 Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Color mode: 8 BPP(256 color bank) Color bank: 00002000 Color Calc. mode: Replace Map Game Polygon x1 = 174, y1 = 211, x2 = 180, y2 = 211 x3 = 183, y3 = 205, x4 = 177, y4 = 205 Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: 9104 Color Calc. mode: Replace | FMV Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 3D game Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 | NO | YES Particulas. Humo, explosiones, elementos fondo niebla… Scaled Sprite Zoom Point: Upper-left xa = 170, ya = 148, xb = 13, yb = 13 Texture address = 000212E0 Texture width = 16, height = 16 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00001000 Color Calc. mode: Replace | NO | NO | YES VDP1 Depth Cueing inked color bank textures to color background+mesh, back screen. | Menus NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 0 3D game No usa VDP2 | YES Fade Black Color offset in sprite and layer screen | SD FMV Display Resolution = 320 x 224(NTSC) Interlace Mode = Non-Interlace 3D game Display Resolution = 320 x 240(NTSC) Interlace Mode = Non-Interlace | X 3D | yabause signals 3D / FMV Memory 2% Registers 4% (1) | yabause signals FMV / 3D Memory 0% Registers 27,7% | X CD-DA DSP 30% Memory | X | DUCK / Duck Audio Solo version USA | 15 bits RBG Resolución: 320 x 240 Formato: DUCK Tasa de bits: 897 kbps Imágenes por segundo: 12.000 Tasa de bits: 177 kbps Tasa: 22050 Hz Canales: 2 | VDP1 Distorted Sprite x1 = 0, y1 = -8, x2 = 319, y2 = -8 x3 = 319, y3 = 231, x4 = 0, y4 = 231 Texture address = 0005A800 Texture width = 320, height = 240 Texture read direction: Normal Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace VDP2 OFF | 20/30FPS? | Yabause: 1172max @30 = 35,160 @60 = 70.320 | RAM(L/H) 30/60% VRAM VDP1 (Text / Gouraud) 95% VRAM VDP2 (layers/Color) 5/70% | Port 3DO original before to PSX/SS. Possible PSX was used as a basis to SS port. Multiversion. Original 3DO distancia de dibujo mas grande y iluminación dinámica flat en todo. PSX y SS sin iluminación. SS sin transparencias(ni menús ni juego 3D ni mapa) ni Fondo con degradado amanecer, Len Flare sol y nubes. No hay arboles en SS. Distancia de dibujo similar entre SS y PSX. PSX parece que se ve nave volando desde más lejos. Pero menos generacion escenario. FMV solo version USA. SS menos FMV, no logo Krisalis y no Game logo animated. PSX U 1996-07-18 / SS U 1996-08-21 | Credits ? | Dibuja todo con el VDP1, efectos particulas scaled sprites, pq no half-transparent usado??… Mesh para niebla fondo total como Sonic R posible… Lens flare sol, mayoria fondo VDP2, al menos efecto lens flare pequeño sol… On fondo total, particula gigante SS?? posible, bajada rendimeinto?? Textos español version PAL, no FMV. | |||||||||||||||||||||||||||
71 | Alien Trilogy | FOX | Probe | 1996-07-04 | FPS | Yabause(0.9.15) / SFF(0.10) | 3D Game Distorted Sprite x1 = 553, y1 = -42, x2 = 388, y2 = 16 x3 = 301, y3 = 13, x4 = 410, y4 = -48 Texture address = 0003A1A0 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00000000 Color Calc. mode: Replace Distorted Sprite Texture address = 00020DA0 Texture width = 8, height = 8 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00019A20 Color Calc. mode: Replace Polygon Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: 8000 Color Calc. mode: Replace | FMV / 3D Game Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 320, y2 = 240 | YES 1% UI (poligonos planos 15BPP) | YES Sombras, Fuego, humo, cristales, telas babas aliens | NO | NO | YES VDP1 Depth Cueing 3 gradient inked color bank textures to color Poligon black in foreground. | NO | 3D Game Mano-Pistola Nbg2 / 8bit / Tile UI-Radar Nbg3 / 4bi t/ Ti / Tile Niveles final Efecto niebla Nbg1 / 4bit / Tile / T | YES Nbg1: Priority = 2 Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Ratio = 8:24 Special Color Calculation 0 Nbg3: Priority = 6 Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Ratio = 15:17 Special Color Calculation 1 | SD FMV / Menus / 3D Game 320 x 240(PAL) Non-Interlace | X 3D / FMV | yabause signals 3D / FMV Memory 2% Registers 4% (1) | yabause signals FMV / 3D Memory 15% Registers 26% | X CD-DA Files.bin snd_drv.bin ADPCM SFX driver for SEGA SATURN. Written by Virtually Unreal Ltd. for Probe Entertainment Ltd. Copyright 1996 - Virtually Unreal Ltd. Produced for use in Die Hard Trilogy and Alien Trilogy ONLY DSP 20% Memory | X | Cinepack / PCM | Probe logo: 240x150 / 24 bit RGB / 15FPS Intro: 320x160 / 24bits rgb / 30fps Stereo / 22200Hz / 8bit | VDP1 Normal sprite 15BPP | 20/30FPS | Yabause: 657 max @30 = 19,710 @60 = 39.420 Equal PSX/PC | RAM (L/H) 50/65% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 45/60% | 0% Slave | Port PSX/PC. Sin transparencias. Cuando se podian a ver usado. Ya que no usa VDP2 como fondo. Solo como firsts planos. Caso extremo Cristales camaras criostasis opacas. PSX iluminacion en escenario y manos. Posibles ambas en SS. Driver sonidos fx buggeado. Render enemigos buggeado Menos pistas CD-DA ? PSX U 1996-01-09 / SS U 1996-08-13(CD 1996-07-20) | Programming Crew Saturn Programmers Keith Burkhill Mark Fisher Original Programmers Greg Michael David Shea Alien Editor Tony Monckton Viewports John Croudy Saturn Sound Driver Rob Hylands | ||||||||||||||||||||||||||
74 | Lemmings 3D | Psygnosis | Perfect Ent. | 1996-07-05 | Puzzle | Yabause(0.9.15) / SFF(0.10) | Menus/Juego: Distorted Sprite 80x32 Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Menus: Polygon Pre-clipping Enabled Color mode: 15 BPP(RGB) Distorted Sprite 160x128 High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Distorted Sprite 216x150 Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) | FMV / Menus / 3D Game Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 255 | YES Menus: Distorted Sprite Color mode: 4 BPP(16 color LUT) Color Calc. mode: Gouraud Shading Polygon Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading 3D Game Distorted Sprite x1 = 16, y1 = 17, x2 = 31, y2 = 17 x3 = 31, y3 = 29, x4 = 16, y4 = 29 Texture address = 00010D80 Texture width = 16, height = 12 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0000C380 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 000100A0 | YES Menus: Logo 3D Polygon Mesh Enabled Color mode: 4 BPP(16 color bank) | YES 1 Light Bake Flat / Gouraud | NO | NO | 3D Game Sky NBG0 mode 8-bit(256 colors) Bitmap(512x256) Floor NBG1 4-bit(16 colors) Bitmap(512x256) | YES Fade Black Color offset in sprite, back and layers screen Norma sprite on top VDP1 | SD FMV / Menus / 3D Game Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | Signals in Yabause | X 3D Signals in Yabause FMV 50% Memory 43,5% Registers DMA On | X CD-DA DSP 60% Memory 0% Registers | X | Cinepack ? PCM ? .pmm | ? Menos de 320x240 8 o 16BPP | VDP1 Empty VDP2 16-bit(32,768 colors) Tile(1H x 1V) Plane Size = 2H x 2V | 30FPS | Yabause: 600 aprox Maybe more @30 = 18.000 Number of polys similar to PSX | YES LOD some water textures | RAM (L/H) 55/75% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers / color) 50/60% | Port PC/PSX. Practicamente igual. Unicas diferencias. Iluminacion horzonte y transparencia en 3D de menu. Transparencias en juego? Sombras, fuego? PSX PAL: 29 September 1995 / SS EU: 05 July 1996 | Perfect Entertaiment Programmers: Chris Waterworth, Manjit Chatadra Art: David Swan, Ian Abbot | |||||||||||||||||||||||||||
76 | Impact Racing | JVC/ Acclaim | Funcom Dublin | 1996-07-05 | Racing | Yabause(0.9.15) / SFF(0.10) / consola / mednafen | 3D Menu / 3D Game Distorted Sprite Texture width = 64, height = 158 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 00047200 Color Calc. mode: Replace Distorted Sprite Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) Color Calc. mode: Replace Normal Sprite Texture address = 0007F300 Texture width = 208, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007F2E0 Color Calc. mode: Replace Line High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00042708 Color Calc. mode: Replace | Logos / Menus / 3D Game Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 359, y2 = 255 FMV Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 | NO | YES 3D Menu Polygon High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00041F00 Color Calc. mode: Replace 3D Game Explosions Distorted Sprite x1 = 28, y1 = 5, x2 = 2, y2 = -25 x3 = -27, y3 = 0, x4 = 0, y4 = 31 Texture address = 00075038 Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00075B40 Color Calc. mode: Replace | NO | YES 3D Game Explosions Distorted Sprite x1 = 2, y1 = 1, x2 = 9, y2 = 1 x3 = 9, y3 = 7, x4 = 2, y4 = 7 Texture address = 0007B730 Texture width = 32, height = 13 Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007B800 Color Calc. mode: Replace/Half-transparent Smoke Distorted Sprite x1 = 0, y1 = -45, x2 = 1, y2 = -45 x3 = 1, y3 = -43, x4 = 0, y4 = -43 Texture address = 00078EA0 Texture width = 16, height = 7 Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00078E80 Color Calc. mode: Replace/Half-transparent Fire Distorted Sprite x1 = -97, y1 = -20, x2 = -8, y2 = -20 x3 = -8, y3 = 61, x4 = -97, y4 = 61 Texture address = 00075BA0 Texture width = 32, height = 36 Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00076CC0 Color Calc. mode: Replace/Half-transparent | NO | Logo / Menus Foregorund Top NBG0 mode 8-bit(256 colors) Bitmap(512x256) Foregorund above NBG1 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 40000 Bitmap Palette Address = 0 3D Game UI NBG0 mode 8-bit(256 colors) Bitmap(512x256) Foregorund NBG1 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 40000 Bitmap Palette Address = 0 | YES 3D Game Fade Black/White and ink screen when hit, start and pause Color offset Sprite and Screens layers Polygon x1 = -160, y1 = -112, x2 = 159, y2 = -112 x3 = 159, y3 = 45, x4 = -160, y4 = 45 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace | Logo / Menus / 3D Game Display Resolution = 320 x 256(PAL) Interlace Mode = Non-Interlace FMV Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X FMV / 3D | Signals in Yabause 3D / FMV 0% Memory 21,7% Registers | X CD-DA Signals in Yabause DSP 30% Memory 0% Registers | X | Parece DUCK .mov (no reconoce ningún player) | Ditering color Parece 25FPS min. Sound mono | VDP1: Scaled Sprite Zoom point. 320X200 8BPP(256 color bank) VDP2 nada | 30FPS? | Yabause: 400 aprox @30 = 12.000 Number of polys similar to PSX | NO | RAM (L/H) 70 /70% VRAM VDP1 (Tex+CLUT+Gouraud) 75% VRAM VDP2 (layers / color) 35 / 65% | Simultaneous PSX/SS Practicamente indenticos PSX 320x240x16 Sin iluminacion y Gouraud igual SS. Poppiing igual, Far clipping igual. No Voices FX for items weapons Menus 256x240x16 FMV mejor compresion color. Igual resolution and FPS. Sonido estereo posible. Release PSX 1996-07-10 / SS 1996-07-05 | Producers: Padraig Crowley, Ronny Hanssen Saturn Coding : Ivar Just Olsen, Joerund Teigen Gameplay Coding: Brian Lewis, Colm Cox, Ivar Just Olsen, Joerund Teigen Engine and Tools: Ivar Just Olsen, Steinar Midtskogen Conceptual, Graphic and Texture Art: Teresa Eddery, Philip Plunkett Lead 3D Modeler: Hans Jorgen Kjarnet 3D Modeling: Ed Thomas Music and Sound FX: Martin Schioeler, Brian Lewis | Yabause 0.9.15/git solo funciona con HLE. Soft y OGL con error transparencia pausa y cuelgues aleatorios Con BIOS normal intro pero menu no. Usa Replace/Half-Transparencia para humo y explosiones, parece que se relentiza cuando se superpone, pero se mezclan entre ellas. Comprobar consola | ||||||||||||||||||||||||||
79 | Road Rash | EA | EA | 1996-07-26 | Racing | Yabause(0.9.15) / mednafen / YabaShashiro | · | Menu / 3D Game Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | YES Shadow | NO | YES Menus Polygon x1 = 20, y1 = 154, x2 = 299, y2 = 154 x3 = 299, y3 = 171, x4 = 20, y4 = 171 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040008 Color Calc. mode: Replace/Half-transparent | YES Menus Polygon x1 = 20, y1 = 154, x2 = 299, y2 = 154 x3 = 299, y3 = 171, x4 = 20, y4 = 171 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040008 Color Calc. mode: Replace/Half-transparent | YES Menus Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 24:8 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 31:1 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 31:1 Color Calculation Ratio 5 = 31:1 Color Calculation Ratio 6 = 31:1 Color Calculation Ratio 7 = 31:1 Priority 0 = 7 Priority 1 = 7 Priority 2 = 7 Priority 3 = 7 Priority 4 = 7 Priority 5 = 7 Priority 6 = 7 Priority 7 = 7 | Menu/ 3D Game Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X 3D / FMV | Yabause signals FMV / 3D Memory ?% Registers ?% | X MIDI DSP Memory 35% SEGA Ver1.31 95/06/20SATURN(S) sampleNao V0.00q Kas V0.00 | X | No tiene ext .wic | 320x200/240 Full screen color 8/16BPP? 15FPS Estereo | VDP2 NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 40000 Bitmap Palette Address = 0 Screen Scroll x = 0, y = 0 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 3 Special Color Calculation 0 | 60FPS | Yabause: 360 @60 = 21.600 Number of polys similar to PSX | YES LOD Mipmap | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port 3DO / PC / PSX 3DO/PSX Dept cueign and change intensity in tunnels. Shadow and clouds transparency. Transparencys possible for clouds and shadows. Change intensity in tunnels also. 3DO US 1994 / PC 1996-11-27 / PSX US 1995-12-29 / SS US 1996-07-26 | Saturn TeamProgramming Tim Wilson, Cary Gee, Jeffrey LitzTools Programming Dan WoodGraphics Neil Strudwick, Margaret Foley-Mauvais, Walter IanneoAudio David WhittakerVideo Compression Eric Kornblum, Frederique GuetteArt Direction Jeff SmithDirector of Development Keith McCurdyProject Manager Stephen BarryAssistant Producer Alex DiRiccoAssociate Producers Steve Murray, Hunter SmithExecutive Producer Randall BreenProduct Manager Clive DownieDocumentation Bill SchepplerDocumentation Layout Rachel ClosePackage Design Mike LippertProduct Testing Jason White, Javier Maldonado, Kurt Heinzman, John GuevaraQuality Assurance Rafael LópezEuropean Documentation QA Simon Rance | ||||||||||||||||||||||||||||||
82 | Destruction Derby | Psygnosis | Tantalus / Perfect | 1996-08-15 | Racing | Yabause(0.9.15) / SFF(0.10) | Menu 8BPP alguna Juego Distorted Sprite 56x56 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Normal Sprite x = -154, y = -50 Texture width = 40, height = 16 Color mode: 4 BPP(16 color LUT) | Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled System Clipping x1 = 0, y1 = 0, x2 = 320, y2 = 224 | NO | NO | NO | YES Juego menu Polygon Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color Calc. mode: Replace/Half-transparent Juego pausa Normal Sprite 96x80 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace/Half-transparent | YES ? | NO | Menu NBG0 16-bit(32,768 colors) Tile(2H x 2V) Plane Size = 2H x 2V Juego NBG0 16-bit(32,768 colors) Tile(2H x 2V) Plane Size = 2H x 2V RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 4-bit(16 colors) Tile(2H x 2V) Plane Size = 1H x 1V | YES Special Color Calculation 0 Fade Black Color Offset General and layers | SD 320 x 224(PAL) Non-Interlace | X | X 80% Registers 30% Memory | X 3D 33% Memory 60% Registers encendidos DMA On | X CD-XA | X | NO | 20FPS DD mode and Race 30FPS Demo, choose level difficult | Yabause: 1.033 @20 = 20.660 Number of polys similar to PSX Or less in this case | YES LOD | RAM(L/H) 40/45% VRAM VDP1 75% (Tex+CLUT+Gouraud) VRAM VDP2 40/40% layers/color | Port PSX. Humo y particulas en general opacas. Y menos elementos. Menos distancia de dibujo(circuitos y en el rondo se nota mas). No efecto de pantalla gigante. No efecto de luces farolas, ni opaco ni mesh, no esta. Distancia de dibujo ⅓ menos. Baja geometria VS PSX Resolucion PSX ? PSX release: 1995-10 / SS Release: 1996-08-15 10 meses before | Saturn Conversion by Perfect Entertainment Producers: Colin Fuidge Lead Programmmer: Jon Forshaw Additional Programming: Dominic Jackson Engine Code: Shane Stevens, Andrew Bailey QA: Matt Stamps Graphic Artist: David Swan Thanks to … Tantalus Entertainment | Suelo VDP2, usa una rotación extraña… pero sigue usando suelo con polígonos No usa transparencias en VDP2 Muy mejorable el uso de la maquina, para alcanzar una versión a la altura de PSX. Un año de diferencia con el lanzamiento de PSX… y esta castaña… madre miá. v2.900 según CD… WIPEOUT 1 ? | |||||||||||||||||||||||||||
83 | Tokusou Kidoutai J SWAT | Japan Media Programming | Japan Media Programming | 1996-08-23 | FPS | Yabause(0.9.15) / SFF(0.10) | VDP1 Framebuffer Data Format = RGB and palette System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | YES Escenarios Distorted Sprite Color mode: 4 BPP(16 color LUT) Color mode: 15 BPP(RGB) | ? | ? | YES Distorted Sprite Texture width = 32, height = 80 Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace/Half-transparent | YES ? | YES Menu Letras press start main menu Elementos UI menu Color mode: ? Juego Capa UI y mirilla UI? Color mode: ? | Menu NBG0 mode 8-bit(256 colors) Bitmap(512x256) NBG1 16-bit(32,768 colors) Bitmap(512x256) Juego NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V NBG1 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 40000 Bitmap Palette Address = 50 NBG2 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V | YES Fade black Color offset ? Polygon 320x224 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Menu NBG1 Color Calculation Ratio = 31:1 VDP2 Color Calculation Enabled Color Calculation Condition = Color Data MSB Juego Xx | SD Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X FMV | X 3D Memory 90% Registers 43,47% | X CD-DA DSP Memory 95% | X | Cinepack / PCM | Resolution: 320 x 172 24 bit RGB FPS: 600.000 Bit rate: 178 kbps Rate: 22254 Hz Channels: 1 | VDP2 NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x256) | 20FPS | Yabause: 400 @20 = 8.000 | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive SS J 1996-08-23 | ||||||||||||||||||||||||||||||
84 | Fighting Vipers | SEGA | AM2 | 1996-08-30 | Fighting 3D | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | Distorted Sprite Texture width = 24, height = 14 High Speed Shrink Enabled Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Polygon Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Distorted Sprite Texture width = 48, height = 128 High Speed Shrink Enabled Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) | HD Menus Sprite Type = C VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 4 System Clipping x1 = 0, y1 = 0, x2 = 703, y2 = 511 SD Menus / 3D Game Sprite Type = 4 VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 4 User Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 255 FMV Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES Fighters Distorted Sprite x1 = 90, y1 = 19, x2 = 91, y2 = 23 x3 = 109, y3 = 25, x4 = 109, y4 = 21 Texture address = 0002CF00 Texture width = 8, height = 11 Texture read direction: Reversed horizontal High Speed Shrink Enabled Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007FF90 | YES UI Particulas. Efectos golpes, humo.. | YES 1 Dynamic Light not Color Source Gouraud Sombras humanas opacas, cambia de posicion | NO | NO | Menu Fighters menu 3D Game NBG0 Elementos animados 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word NBG1 Fondos 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word NBG2 UI HD 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word RBG1 Suelo Parameter A/B switched parameter window 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word | NO ? Color offset? | HD / SD 3D Game Display Resolution = 704 x 256(PAL) Interlace Mode = Double-Density Interlace FMV / Choose Fighters menu Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Signals in Yabause 3D Memory 25% Registers 17,4% | X CD-DA DSP 50% Memory | X | DUCK / Duck Audio | 15 bits RBG Dithering Resolution: 320 x 152 Bit rate: 2130 kbps FPS: 20.000 Bit rate: 88 kbps Rate: 22050 Hz Channels: 1 | VDP2 NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) | 60FPS | Yabause: @60 = | RAM (L/H) ? VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) 60%/? | Exclusive Port Arcade Model2A ? Releases | Director: Hiroshi Kataoka Chief Programmers: Tetsuya Sugimoto, Hideya Shibazaki Programmers: Masatoshi Shibata, Arata Hanashima, Masaru Nakamura, Susumu Morii, Shinji Ohshima, Yutaka Ito Chief Graphic Designer: Yoji Kato Character Designers: Manabu Sato, Kentarow Nishimura, Kaoru Nagahama Movie Staff: Masahiro Sugiyama, Shin Kataoka, Wataru Kawashima Assistant Graphic Designers: Takako Kawaguchi, Kazufumi Ohashi, Kaznori O Music: David Leytze Sound Designers: Makito Nomiya, Tetsuya Kawauchi Jacket Designer: Akira Yamanaka Publicity by: Fumio Kurokawa, Kanae Tomikawa Exhibition Player: Motoki Shinohara (Bunbunmaru), Hisashi Obara (Ikebukuro Raxel), Kouichi Hirane (Daikumachi-Dark-Honey) Guest Voice Actor: Hideki Kuroda (Pepsiman) Special Thanks: Daichi Katagiri, Arcade "Fighting Vipers" Team, and All Staff of AM R&D #2 Producer: Yu Suzuki Presented by: Sega Enterprises, Ltd. | SGL 2.1 | Version 2.0 USA | ||||||||||||||||||||||||||
85 | Olympic Soccer | U.S. Gold | Silicon Dreams | 1996-08-30 | Football | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | User Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 255 Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 | Jugadores con gourand shading. Pocos polígonos y pocas texturas. | ? | YES Possible 1 Light Sourced in Ball. Bake in players. | YES VDP1>VDP1 UI letreros y mapa | YES ? | YES ? Sombras VDP1>VDP2 Casi seguro No yabause Color mode: ? | VDP2 rotado? Casi seguro No yabause, ver uyobause o ssf | Fade in out Black Color Offset | Display Resolution = 320 x 256(PAL) Interlace Mode = Non-Interlace | X FMV | X 3D | yabause signals 3D Memory 35% Registers 26% | CD-DA X DSP 35% Memory | X | Cinepack/PCM ,fmv (Real .film) | 24 bit color RGB Resolución: 320 x 256 Relación de aspecto: 1.25 Formato: cvid Tasa de bits: 0 kbps Imágenes por segundo: 24.000 Códec seleccionado: ffcvid Formato: 1 Tasa de bits: 356 kbps Tasa: 22254 Hz Canales: 1 Códec seleccionado: pcm | VDP1 Normal Sprite x = 0, y = -8 Texture address = 00058280 Texture width = 320, height = 255 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | 3D Menus 30/60FPS 3D Game NTCS 25FPS PAL 20FPS Comprobar consola real | Yabause: @30 = @60 = | LOD Far no Gouraud, Flat | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Simultaneousus PC/SS/PSX Identicos exepto alguna transparencia menos: Sombras y fondo radar.. Muy suave. Releases SS (E) 1996-07-10 / PSX (E) 1996-07-18 | Credits ? | |||||||||||||||||||||||||||
102 | Bottom of the 9th | Konami USA | Konami | 1996-10-18 | Sports Baseball | Yabause(0.9.15) / SFF(0.10) | X | X FMV | X 3D Memory ? Registers ? | X CD-XA ? | X | DUCK / ? | Yabause: @30 = @60 = Number of polys similar to PSX | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | PSX Port to SS Same exept someone transparencies. Releases U PSX April 4, 1996-04-04 / Only US 1996-10-18 | ||||||||||||||||||||||||||||||||||||||||||
111 | Street Racer (Extra) | Ubisoft | Vivid Image | 1996-11-16 | Racing | Yabause(0.9.15) / SFF(0.10) | 3D Game Scaled Sprite Zoom Point: Upper-left xa = -31, ya = -127, xb = 30, yb = 8 Texture address = 0000DF00 Texture width = 72, height = 21 Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0000B680 Color Calc. mode: Replace Scaled Sprite Zoom Point: Lower-center xa = -93, ya = -129, xb = 13, yb = 49 Texture address = 0001C880 Texture width = 24, height = 91 Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007F640 Color Calc. mode: Replace Normal Sprite x = 98, y = -243 Texture address = 0002B000 Texture width = 320, height = 46 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00002000 Color Calc. mode: Replace | FMV / 3D Game System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen | YES Distorted Sprite x1 = 114, y1 = -263, x2 = 153, y2 = -268 x3 = 128, y3 = -201, x4 = 103, y4 = -224 Texture address = 0003B600 Texture width = 128, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00026EC0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00028960 | YES Far clipping fade Distorted Sprite x1 = 142, y1 = -167, x2 = 156, y2 = -169 x3 = 139, y3 = -146, x4 = 128, y4 = -159 Texture address = 00047160 Texture width = 64, height = 48 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0001D980 Color Calc. mode: Replace | YES 1 Light Paralell Static Bake Gouraud in 3D assets | NO | YES Depth Cueing VDP1 whit Mesh And VDP1+VDP2 to near clipping fade | YES 3D Game VDP1>VDP2 Mapa y Elementos UI Normal Sprite x = -143, y = -103 Texture address = 0000D700 Texture width = 64, height = 64 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0000F500 Color Calc. mode: Replace Sombras coches Scaled Sprite Zoom Point: Upper-left xa = -31, ya = -127, xb = 30, yb = 8 Texture address = 0000DF00 Texture width = 72, height = 21 Texture read direction: Normal High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0000B680 Color Calc. mode: Replace | Menu 3D Game NG0/RGB1 : Suelo RBG1 mode Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 00000000 Plane B Address = 00000000 Plane C Address = 00000000 Plane D Address = 00000000 Read KAst Parameter = FALSE Read Yst Parameter = FALSE Read Xst Parameter = FALSE Window disabled whole screen Color Ram Address Offset = 100 Priority = 4 … Special Color Calculation 3 RBG0: Nubes cielo y sombras suelo transparentes, a la vez Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 00004000 Plane B Address = 00000000 Plane C Address = 00004000 Plane D Address = 00000000 Plane E Address = 0000C000 Plane F Address = 00008000 Plane G Address = 0000C000 Plane H Address = 00008000 Plane I Address = 00004000 Plane J Address = 00000000 Plane K Address = 00004000 Plane L Address = 00000000 Plane M Address = 0000C000 Plane N Address = 00008000 Plane O Address = 0000C000 Plane P Address = 00008000 Window disabled whole screen Color Ram Address Offset = 200 Priority = 6 | YES Fade on/ff black Color Offset A in layers and back screens. Color offset B in Sprite Screen 3D Game Back Screen Stuff Mode = Color per line Address = 05E3EBF8 Sprite Screen Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 26:6 Color Calculation Ratio 2 = 29:3 Color Calculation Ratio 3 = 24:8 Color Calculation Ratio 4 = 27:5 Color Calculation Ratio 5 = 30:2 Color Calculation Ratio 6 = 25:7 Color Calculation Ratio 7 = 31:1 Priority 0 = 6 Priority 1 = 4 Priority 2 = 3 Priority 3 = 4 Priority 4 = 4 Priority 5 = 4 Priority 6 = 4 Priority 7 = 4 Nubes Sombras VDP2 RBG0 transparent shadow to VDP2 RBG1 layer Color Calculation Enabled Special Color Calculation Mode = 3 Color Calculation Ratio = 13:19 ... Special Color Calculation 3 | FMV / 3D Game Display Resolution = 320 x 240(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Yabause signals FMV / 3D Memory 20% Registers 17,4% | X CD-DA DSP Memory 35% | X | DUCK / PCM | 256x192/15bits RGB/ 15FPS Mono/22050/8bit Bitrate: 25sg 2,7MB=0,108kB/s, | VDP1 Distorted Sprite x1 = 0, y1 = 0, x2 = 255, y2 = 0 x3 = 255, y3 = 191, x4 = 0, y4 = 191 Texture address = 00050000 Texture width = 256, height = 192 Texture read direction: Normal Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | 60FPS | Yabause: 200 max aprox @60 = 12.000 Number of polys similar to PSX | RAM (L/H) 75/70% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers / color) 65/85% | Simultaneous PSX/SS FMV full screen, light better codec quality. Less effects than SS. Some transparencies less. PSX E 1996-12-01 / SS 1996-11-16 | ProgrammingHarrison Bernardez, Steven A. Dunn, Dave Cantrell GraphicsUbi Graphics Studio, Jean-Marc Geffroy, Arnaud Kotelnikoff, David García, Fabrice Holbé, Geoffroy de Cressy, Pierre Truong, Sandrine Maigret, Sébastien Bicorne 3D Object GraphicsCharlie Hasdell, Robert Brodie DesignVivid Image MusicBrian Marshall Sound EffectsUbi Sound Studio, Didier Lord, Sylvain-Luc Brunet, Daniel Masson, Gaëlle Gauthier, Guillaume Billaux, Olivier Mortier, Raphaël Moreto, Stéphane Bellanger, Frédéric Décréau, Guillaume Michel Play TestingVivid Image, Metro, Charlie Hasdell, Nejati Dinc, UbiSoft, Olivier Martel, Solo Rabearivelo, Christophe David, and all their team Product ManagerIsabelle Neltner PackagingFrédérique Gaudin Project ManagerVincent Minoué Thanks toNeil Holmes, Steve, Jessica, and my family ProducerMevlut Dinc Street Racer(c) 1996 Vivid Image | |||||||||||||||||||||||||||
115 | Fighting Force (Judgement Force) | EIDOS | Core Design | 1996-11-26 | Beat 'em up | Yabause(0.9.15) / medanafen | Menu Normal Sprite x = -160, y = -112 Texture width = 320, height = 224 Color mode: 15 BPP(RGB) Normal Sprite Texture width = 96, height = 96 Color mode: 8 BPP(256 color bank) Color bank: 00000000 Polygon Color mode: 15 BPP(RGB) Non-textured color: 8800 Distorted Sprite Texture width = 16, height = 16 Color mode: 15 BPP(RGB) 3D Game Distorted Sprite Texture width = 32, height = 32 Color mode: 4 BPP(16 color LUT) Transparent pixel ? Distorted Sprite Texture width = 32, height = 32 Color mode: 8 BPP(256 color bank) Line Color mode: 15 BPP(RGB) Non-textured color: 020B Normal Sprite Texture width = 80, height = 16 Color mode: 4 BPP(16 color LUT) Transparent pixel ? NO HSS | 3D Game Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | YES Menu – Choose Character Distorted Sprite Texture width = 16, height = 16 Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading 3D Game NO | YES Cristales ascensor Only In 1997 Build CD Demo Shadows, Blue Blur Special move Some objects assets | NO | YES Selección personaje Menú UI Polygon Color mode: 15 BPP(RGB) Non-textured color: A0C4 Color Calc. mode: Replace/Half-transparent | YES Choose Character Gouraud use for fade to black in models, like Depth cueign | YES Only In 1996 alpha/beta build Sombras Distorted Sprite Texture width = 32, height = 32 Color mode: 4 BPP(16 color LUT)? Luces coche Distorted Sprite Texture width = 16, height = 16 Color mode: 8 BPP(256 color bank) Blue Blur Special move Distorted Sprite Texture width = 16, height = 16 Color mode: 8 BPP(256 color bank) | Menu NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V 3D Game RBG1 Floor and sky(background flat) double rotation Parameter A/B switched via coefficients 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = 1 word Character Number Supplement bit = 0 Special Priority bit = 0 Special Color Calculation bit = 0 Supplementary Palette number = 0 Supplementary Color number = 0 Plane A Address = 00040000 .. Plane P Address = 00046000 Window W0 Enabled: Horizontal start = 2 Vertical start = 0 Horizontal end = 318 Vertical end = 223 Display inside of Window Window Overlap Logic: OR Color Ram Address Offset = 0 Priority = 3 Special Color Calculation 0 NBG3 UI 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word Character Number Supplement bit = 0 Special Priority bit = 0 Special Color Calculation bit = 0 Supplementary Palette number = 2 Supplementary Color number = 4 Plane A Address = 0003E000 .. Plane D Address = 0003E000 Screen Scroll x = 0, y = 0 Window disabled whole screen Color Ram Address Offset = 0 Priority = 7 Special Color Calculation 0 | YES Fade Black – NBG1/General Color Offset A Enabled R = -96, G = -96, B = -96 3D Game Sprite Window Enabled Window W0 Enabled: Horizontal start = 2 Vertical start = 0 Horizontal end = 318 Vertical end = 223 Display inside of Window Window Overlap Logic: OR Color RAM Offset = 0 Color Calculation Enabled Color Calculation Condition = Priority == CC Condition Number Color Calculation Condition Number = 5 Color Calculation Ratio 0 = 31:1 … Color Calculation Ratio 7 = 31:1 Priority 0 = 4 Priority 1 = 5 … Priority 7 = 5 | SD 3D Game Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X 3D | Yabause signals FMV / 3D Memory 20% Registers 26% | X CD-DA DSP Memory 20% | X | 30FPS | Yabause: 1.135 In game 2 players+4 enemies+cars+scenary @30 = 34.050 Number of polys similar to PSX: 600 triangulos totales aprox por personaje Calcule: Choose character: 800 (2 characters with shadows(300) and 4x Faces+UI(130)) 220 aprox for character. + ocluded, + conv to triangle = 660 In Rolling Demo Yabasue: 1.156 | YES ? | RAM(L/H) 70/85% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers/color) 45/95% | (Unreleased EU SS) Simultaneous PC/PSX/SS Igual resolución pantalla/texturas, y profundidad de color pantalla/texturas. 30FPS en las dos versiones. Más transparencias en PSX. Igual, sin iluminación. PSX: Polycount: GPU = 2000 quads. @30FPS = 60.000 quads/sg → 180.000 triangulos/sg Suelo infinito, horizonte en PSX no llega como SS. Mas deformacion por perpectiva, aqui la SS gana. Hace un truco sucio en el horizonte para imitar la perspectiva en el fondo. PSX E 1997-11-15 / SS proto date 1996-11-26 | Playstation version only: Lead Programmer Mark Avory Programmers David Long, Neil Topham Lead Graphic Artist Roberto Cirillo Graphic ArtistsBrian J. Flanagan, Jeremy Oldreive, Andrew Sandham, Gary Tonge, Darren Wakeman Music & SFX Martin Iveson Additional Music Anthony Wheeldon Producer Ken Lockley Executive Producer Jeremy Heath-Smith | |||||||||||||||||||||||||||||
132 | Fighting Illusion K1 Grand Prix | Xing Entertainment | Daft | 1997-01-31 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | Menu Scaled Sprite Zoom Point: Upper-left Texture width = 8, height = 1 Texture read direction: Normal Pre-clipping Enabled End Code Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Scaled Sprite Zoom Point: Upper-left Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00002800 Color Calc. mode: Replace Scaled Sprite Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0000E1C0 Color Calc. mode: Replace 3D Game Escenario 3D y Tatami lados, estructura techo, graderias y publico Distorted sprites/Poligon 4/8BPP LUT/Color Bank ? | Menu / Logo / 3D Game Sprite Type = 5 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES 3D Game Luchadores Distorted Sprite x1 = -64, y1 = -24, x2 = -75, y2 = -28 x3 = -67, y3 = -26, x4 = -57, y4 = -22 Texture address = 0003B040 Texture width = 32, height = 27 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0000E800 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00075D78 Distorted Sprite x1 = -100, y1 = 53, x2 = -101, y2 = 55 x3 = -104, y3 = 53, x4 = -103, y4 = 49 Texture address = 000387C0 Texture width = 8, height = 24 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0000E7E0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 000752D8 | YES 3D Game Efectos de golpes o estelas golpes y luces inicio combate. Polygon x1 = 20, y1 = -32, x2 = 25, y2 = 23 x3 = 20, y3 = -15, x4 = 15, y4 = 19 Pre-clipping Enabled Mesh Enabled End Code Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00058C60 Color Calc. mode: Replace | YES 2 Lights Dynamic Source Color Trransparent Human shadows Dynamic Source | NO | YES Depth Cueing Gouraud dark far clipping | YES UI menus Polygon x1 = -164, y1 = 24, x2 = -45, y2 = 24 x3 = -45, y3 = 87, x4 = -164, y4 = 87 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00013FF0 Color Calc. mode: Replace Sombras humanas Polygon x1 = -4, y1 = -72, x2 = 27, y2 = -142 x3 = 3, y3 = -95, x4 = 9, y4 = -145 Pre-clipping Enabled Mesh Enabled End Code Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00046318 Color Calc. mode: Replace | Menu Logo NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 1V Fondo NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 1V NBG2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 2H x 1V 3D Game UI en HD NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 2H x 1V Pattern Name data size = 1 word RBGx suelo tatami y techo. Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 1 word | YES Fade Black Color offset Sprite screen Logo Sprite screen Color RAM Offset = 0 Color Calculation Enabled Color Calculation Condition = Priority <= CC Condition Number Color Calculation Condition Number = 0 Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 31:1 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 31:1 Color Calculation Ratio 5 = 31:1 Color Calculation Ratio 6 = 31:1 Color Calculation Ratio 7 = 31:1 Priority ? 3D game Sprite Type = 5 VDP1 Framebuffer Data Format = RGB and palette Transparent Shadow Enabled Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 | Logo / FMV / Menu Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace 3D Game Display Resolution = 704 x 224(NTSC) Interlace Mode = Non-Interlace | X | X 3D / FMV | Yabause signals FMV / 3D Memory 0% Registers 17,4% | X CD-DA Ver2.04 96/01/25<< SEGASATURN >>A.Miyazawa 16:54(C) SEGA Enterprises / Digital Media R&D ,Sound Divisio | X | DUCK / Duck Audio | 32 bit RGB Intro Resolution: (152)304 x 192 Bit rate: 1494 kbps Formato: DUCK FPS: 20.000 Bit rate: 266 kbps Rate: 44100 Hz Channels: 2 16 bits Codec: ffadpcmimadk3 Outro Resolution: (156)312 x 196 Formato: DUCK FPS: 15.000 Rate: 44100 Hz Channels: 2 16 bits Codec: ffadpcmimadk3 | VDP2 NBG0 mode 32-bit(16.7 mil colors) Tile(1H x 1V) Plane Size = 1H x 1V | 30FPS | Yabause: 850 @30 = 25.500 Number of polys similar to PSX | RAM (L/H) 65/70% VRAM VDP1 (Tex+CLUT+Gouraud) 75% VRAM VDP2 (layers / color) 60/70% | Port PSX Very similar. Speed? Very similar polygonal load Transparencies in effects. Less effects in scenary Less loading time SS PSX no shadow human Resolution: FMV 320x240x24 15FPS 3D 512x240x16 @60FPS Theory PSX: 1996-08-09 / SS: 1997-01-31 | Credits ? | |||||||||||||||||||||||||||
134 | Andretti Racing | EA | High Score Entertainment / Stormfront / Press Start Inc. | 1996-12-20 | Racing | Yabause(0.9.15) / SFF(0.10) | Menu Normal Sprite x = -135, y = -50 Texture address = 0001D2F0 Texture width = 200, height = 104 Texture read direction: Normal Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | YES Menus Circuit sombras Menus selection box letters Polygon x1 = 8, y1 = -29, x2 = 16, y2 = -29 x3 = 16, y3 = -19, x4 = 8, y4 = -19 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0004A528 Color Calc. mode: Replace/Half-transparent | YES ? | FMV Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | X FMV Memory 90% Register 39,13% 3D Yabause signals | CD-DA Possible ADPCM Zadpcm .adp Possible Eco en tuneles DSP Memory 35% Game 3D Memory 70% | X | .tgq MPEG-like codecs used by EA | Logo EA Resolución: 304 x 192 Relación de aspecto: 1.58333 Imágenes por segundo: 15.000 Códec seleccionado: rawyuy2 Pista de audio inicial Formato: 7 Tasa de bits: 352 kbps Tasa: 22050 Hz Canales: 2 Códec seleccionado: ulaw | VDP2 NBG0 mode 32-bit(16.7 mil colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 0007E000 Plane B Address = 0007F000 Plane C Address = 0007F000 Plane D Address = 0007F000 Screen Scroll x = -504, y = -496 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 7 Special Color Calculation 0 Small videos TV Sports Coordinate Increments x = 1,000000, y = 1,000000 ? | 20FPS | Yabause: 1000 @20 = | YES LOD y Mip-Mapping | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Created by High Score Entertainment Original dev Stormfront Studios for PSX SS Port for Press Start Inc. Menos distancia de geometria y claro mipmapping lod en psx no hay mip-map. Modelado con triangulos, quads forzados. Modelos mal convertidos. Efecto patalla gigante en PS. Menus en HD. Menos transparencias. Menos detalles vista cockpit: No bisera transparente. No ventana camara extra. FMV muy parecidos. Algo menos de resolución. PSX Logo EA: 320x240x24bits / 16bit 37800hz Stereo PSX E 1996-10-04 / SS E 1997-02-07 (CD 1996-11-25) PSX U 1996-11-30 / SS U 1996-12-20 | Press Start Inc. Design Team: Paul Shaw, Diego Link Art Team: Terry Hognason, Wendy Stein Executive in charge of develepment: Mark Phoenix | |||||||||||||||||||||||||||||||||
138 | Soviet Strike | EA / Granite Bay Software | EA Tiburon | 1997-02-17 | Helicopter Shoot-'em-Up | uoYabause(0.4.6) / Yabause(0.9.15) solo intro / SFF(0.10) | Menu Normal Sprite X = 0, y = 0 Texture address = 00010080 Texture width = 320, height = 240 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace Line Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00051F10 Color Calc. mode: Replace 3D Game Distorted Sprite Texture width = 24, height = 22 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace Polyline Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040000 Color Calc. mode: Replace Polygon Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007E6F0 Color Calc. mode: Replace Normal Sprite Texture width = 96, height = 64 Texture read direction: Normal Pre-clipping Enabled Color mode: 8 BPP(128 color bank) Color bank: 00001800 Color Calc. mode: Replace Distorted Sprite Texture width = 16, height = 14 Texture read direction: Normal Pre-clipping Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00050220 Color Calc. mode: Replace | FMV / Menu Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 | YES Menu Bars Polygon x1 = 175, y1 = 123, x2 = 220, y2 = 123 x3 = 220, y3 = 131, x4 = 175, y4 = 131 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040F00 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 000390A0 3D Game Terrain and objects Distorted Sprite x1 = 221, y1 = 14, x2 = 247, y2 = 25 x3 = 248, y3 = 0, x4 = 222, y4 = -11 Texture address = 0003F7C8 Texture width = 32, height = 25 Texture read direction: Normal Pre-clipping Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0003F000 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00045D28 High Speed Shrink Enabled ? | ? | YES 3 or + Lights Dynamic Color and Source Gouraud/Flat | YES Wings rotors Distorted Sprite x1 = 149, y1 = 142, x2 = 142, y2 = 121 x3 = 162, y3 = 120, x4 = 169, y4 = 140 Texture address = 0001BED0 Texture width = 40, height = 16 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 000187C0 Color Calc. mode: Gouraud Shading/Gouraud Shading + Half-transparent Gouraud Shading Table = 00045D38 Smoke Distorted Sprite x1 = -272, y1 = 337, x2 = -264, y2 = 337 x3 = -264, y3 = 343, x4 = -272, y4 = 343 Texture address = 00025928 Texture width = 16, height = 13 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00025740 Color Calc. mode: Replace/Half-transparent | YES Square foregrund text Polygon x1 = 104, y1 = 184, x2 = 216, y2 = 184 x3 = 216, y3 = 190, x4 = 104, y4 = 190 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00014008 Color Calc. mode: Replace | Menu Foregorund NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) 3D Game Pause / Map NBG0 mode 8-bit(256 colors) Bitmap(512x256) UI HUD NBG2 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 60000 Bitmap Palette Address = 10 | YES FMV / Menu / 3D game Pause/Map Sprite Stuff Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 31:1 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 29:3 Color Calculation Ratio 5 = 27:5 Color Calculation Ratio 6 = 24:8 Color Calculation Ratio 7 = 28:4 Priority ? 3D Game UI HUD NBG2 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 15:17 | FMV / Menu / 3D Game Display Resolution = 320 x 240(NTSC) Interlace Mode = Non-Interlace | X | X 3D / FMV | Yabause signals FMV / 3D Memory 50% Registers 8,7% | X CD-XA eng_xa.res | X | EA propietary Videos .res | 320x240 8bit? 15FPS Full Screen Audio estereo | VDP1 VDP2 NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) | 30/60FPS? | Yabause: @30 = @60 = Number of polys similar to PSX | RAM (L/H) 85/80% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 75/60% | Port PSX Tiburon Entertaiment. Very good port. Only transparent shadow is missing. At first. PSX U 1996-10-15 / SS 1997-02-17 | :SATURN DEVELOPMENT TIBURON ENTERTAINMENT ;Lead Programmer: Marco Busse ;Programming: James Brookes, Jeremy Paulding, Marek Telgarsky, Richard Wifall ;Artwork: Gorden Chen, Eric Kohler, Jorge Rosado ;Additional Artwork: Greg Jobes ;Sound Programming: David O'Neal ;Video Compression Code: Jeffrey Litz All rest the same PSX | ||||||||||||||||||||||||||||
140 | Pandemonium! | Crystal Dynamics | Jumpin' Jack Software / Toys for Bob | 1997-02-28 | Platforms 3D | Yabause(0.9.15) / SFF(0.10) / consola | Polygon Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Distorted Sprite Texture width = 24, height = 24 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Normal Sprite Texture width = 320, height = 240 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) | Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen No System Clipping ? | YES All items in screen Polygon Color mode: 4 BPP(16 color bank) Color Calc. mode: Gouraud Shading 15BPP? | NO | YES 3 or + Light Dynamic Color Source Flat/Gouraud | YES Efectos particulas Sombras Elementos grandes: Efecto cielo ultimo nivel. Cristal enemigo Polygon Color mode: 4 BPP(16 color bank) Color Calc. mode: Replace/Half-transparent Distorted Sprite Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace/Half-transparent 15BPP? | YES ? | NO | Fondo NBG0 mode 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = ? NBG1? 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = ? | NO ? Fade in/out Color offset Polygon x1 = 32, y1 = 40, x2 = 287, y2 = 40 x3 = 287, y3 = 199, x4 = 32, y4 = 199 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace | SD Display Resolution = 320 x 240(PAL) Interlace Mode = Non-Interlace | X | X | X 3D / FMV Memory 60% Registers 39,13% | CD-DA Musica MIDI DSP 35% Memory | X | DUCK / Duck Audio | Logo: 304(152)x200 / 32 bits / 15FPS Bit rate: 457 kbps FPS: 15.000 Bit rate: 354 kbps Rate: 44100 Hz Channels: 2 Intro: 256(128)x160 / 32 bits / 15FPS marco Bit rate: 624 kbps FPS: 15.000 Bit rate: 354 kbps Rate: 44100 Hz Channels: 2 | VDP2 con marco NBG0 mode 32-bit(16.7 mil colors) Tile(1H x 1V) Plane Size = 1H x 1V | 15/30FPS? Frame rate muy irregular con slowdows because vdp1 h-t?? | Yabause: 428 ? @30 = 12.840 Cantidad de polys Equala PSX | YES ? | RAM (L/H) 65/90% VRAM VDP1 (Tex+CLUT+Gouraud) 80% VRAM VDP2 (layers / color) 35/30% | Port PSX. FMV FS en PSX. Problema transparencias VDP1 con 2. Menos transparencias: Nubes mapa general, catarata nivel, hielo se rompe, viento en el hielo, salto en jefe final, cristales control jefe final, disparos verdes jefe final…. Pero resto igual. Geometria igual, iluminacion a color estatica/dinamica igual, exepto algun uso de iluminacion dinamica a color como disparo y en nivel jefe final. Texturas muy parecidas o iguales. 320x256x16@50 3D Game 320x256x24@ FMV PSX EU: 1996-11-15 / SS U: 1997-02-28 3 moths later | Credits Jumpin' Jack Software Saturn Programming: Robert Leyland Jumpin' Jack: Larry Berkin, Eric Wilder, Brad Van Tighem, Robert Leyland Test: Casey Craig, Chris Bruno, Dan Miley, Doug Leslie, Billy King, Richard Krinock, Samson R. Maciel, Matt Prescott, Dave Dao, Beely Mitchell, Rolef Conlan, Karl Hagemann, Sheatiel Sarao Saturn A/V: Steve Papoutis Saturn SFX: Brad Van Thighem Special Thanks: Madeline Canepa, Jeff Hall, Rich Lemarchand, Ben Szymkowiak, Andy Mitchell | Port: Jumpin' Jack Software / Dev Orig: Toys for Bob Credits Toys for Bob Lead Designers: Paul Reiche Ill Lead Programmers: Fred Ford, Ken Ford Lead Artist: Steve Kongsle Producer: Mark Wallace Assistant Producer: Caroline Esmurdoc Designer: Zak Krefting Level Designers: Richard D’Aliosio, Chris Sholtz, Reuben Simonson, Tom Treuscher, Gerald Vera Artists: Arnold Ayala, Leon Cannon, Maj Cole, Suzanne Daugherty, Gary Ellington, Sean Murphy, Fred Ruff, Scott Werner Additional Artists: Terry Falls, Laura Grieve, Simon Knights, Andy Mitchell, Mira Ross,Tenaya Sims, Steve Suhy Music: Burke Trieschmann Marketing: Chip Blundell, Katie Bolich, Scott Steinberg Starring as Fargus & Sid: Greg Proops Starring as Nikki: Helen Keaney Wishing Engine & Yungo: Martin Ganapoler Writing: Ed Crasnick, Ken Daly, Paul Jenkins, Paul Reiche ||| Storyline Animation: Animation Sequence —Windlight Studios 3D Character Models —WakiMudi Sound Effects: Poolside Studios Voice Recording Technician: Greg Chapman Voice-Overs Directed by: Gordon Hunt Audio/Visual: Steve Papoutsis, Jeff Wilkinson, Crystal Dynamics Test Manager: Alex Ness Lead Tester: Jeff Wilkinson Assistant Lead Tester: Matt Young Test: Christopher “The Hippie” Bruno, Rolef Conlan, Casey james Craig, David Dao, Karl Hagemann, Rich Krinock, Doug Leslie, Samson R. Maciel, DanMiley, Beely Mitchell, Matt Prescott, Sheatiel Sarao Manual: Carol Ann Hanshaw Special Thanks: Madeline Canepa, Ben Szymkowiak | |||||||||||||||||||||||||
144 | Crypt Killer | Konami | KCE Tokyo | 1997-03-07 | Gun Light | Yabause(0.9.15) / SFF(0.10) / YabaShansiro 2,1,5 | Menu / 3D Game System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 Back Screen Stuff ----------------- Mode = Color per line Address = 05E7FE00 Color Offset A Enabled R = 0, G = 0, B = 0 Sprite Stuff ------------ Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen | YES | YES | YES | YES ? Half-Transparencia/Replace en diamante selección Transparencia entre el mismo, no con resto de elementos? VDP2? Limitación H-T VDP1? Half-transparency para movimientos sobre casilleros | YES VDP1 Sprites whit VDP2 Color pallete degrade | YES Fade black and white / Flash Polygon x1 = -160, y1 = -10, x2 = 160, y2 = -10 x3 = 160, y3 = 120, x4 = -160, y4 = 120 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace 3D Game VDP2 Tranparency | Menu / 3D Game Display Resolution = 320 x 240(NTSC) Interlace Mode = Non-Interlace | X 3D | X Yabause signals 3D Registers ? Memory ? | X DSP % Memory WAV music ? Stereo audio | X | Konami Logo ? | 320x240 / 15BPP / 15FPS ? Audio ? | NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = 0, y = 0 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 600 Priority = 1 Color Offset A Enabled R = 0, G = 0, B = 0 Special Color Calculation 0 | 30FPS | Yabause: @30 = Number of polys similar to PSX | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Arcade port Konami's GQ System based in PSX PC/SS rewrite Same geometry data. Low texture. Possible less draw distance. Lighitng in SS. Less time load SS. Releases same both: 7 March 1997 | Executive Producer: Kazumi Kitaue Producer: Kazuhisa Hashimoto, Gozo Kitao Program: Tadaaki Tsunashima, Kazuki Araki, Masayuki Aizawa, Hidetoshi Kuraishi, Hisashi Katou Graphic design: Takayuki Andou, Mihoko Kimura, Youhei Kiyohara, Ayafumi Hirano Sound design: Akiropito, TAK, AKT, Hiroe Noguchi, Imohore,Imai Product Design: Shougo Kumasaka, Takahiro Nakayama Special Thanks: Atelier H Team Director: Tadaaki Tsunashima, Team Kodashi (C)1995 1997 Konami All Rights Reserved. Development by KCET. | |||||||||||||||||||||||||||||||
145 | Crusader: No Remorse | EA | Realtime Associates | 1997-03-14 | Action 2D / 3D | Yabause(0.9.15) / SFF(0.10) | Scaled Sprite Color mode: 8 BPP(256 color bank) Polygon Color mode: 15 BPP(RGB) Scaled Sprite Color mode: 4 BPP(16 color bank) | VDP1 Framebuffer Data Format = RGB and palette System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 255 | YES Barra progreso Polygon Color mode: 15 BPP(RGB) Non-textured color: F0F0 Color Calc. mode: Gouraud Shading | YES Plataformas, fondo UI. Uso ridiculo. Esta usando solo el VDP1. Podia a ver usado el H-T VDP1>VDP1 | NO | NO ? | NO | ? | NO ? | SD Juego Display Resolution = 320 x 240(PAL) Interlace Mode = Non-Interlace | X 2D / 3D | X FMV Signos en Yabause X 3D | X FMV Signals in Yabause X 3D Memory ? Registers ? | X | .tgq MPEG-like codecs used by EA | 200x188?/24BBP? Resolution: 272 x 176 FPS: 15.000 Codec: rawyuy2 Bit rate: 352 kbps Rate: 22050 Hz Channels: 2 Codec: ulaw | VDP1 Hay sprites y poligonos pero en blanco VDP2 32bit NBG0 mode 32-bit(16.7 mil colors) Tile(2H x 2V) Plane Size = 1H x 1V Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace Ventana/ no escalado | 30FPS? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port PC a PSX/SS Realtime para las dos Transparencias y FMV pantalla completa PSX VS PC. Resolucion y contenido Releases PSX 1997-03-15 / SS 1997-03-14 CD 1997-02-10 | Credits ? | |||||||||||||||||||||||||||||
148 | Manx TT | SEGA | Tantalus / Perfect | 1997-03-20 | Motorbikes | Yabause(0.9.15) / SFF(0.10) | Menu Polygon High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) Non-textured color: 9DA0 Color Calc. mode: Replace Normal Sprite Texture width = 96, height = 33 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0004EEA0 Color Calc. mode: Replace 3D Game Distorted Sprite Texture width = 64, height = 64 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Polygon High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) Normal Sprite Texture width = 8, height = 7 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00051020 Color Calc. mode: Replace Line Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007FFF8 Color Calc. mode: Replace | FMV / Menus / 3D Game Sprite Type = 2 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 352, y2 = 240 | YES Motorbike in selection gear menu Lighting color text in menus Normal Sprite x = 84, y = 185 Texture width = 192, height = 15 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Gouraud Shading ? | YES Glass Polygon x1 = -14, y1 = 27, x2 = -12, y2 = 23 x3 = -7, y3 = 17, x4 = -7, y4 = 22 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 15 BPP(RGB) Non-textured color: FF37 Color Calc. mode: Replace Shadow Distorted Sprite x1 = -5, y1 = 112, x2 = 38, y2 = 112 x3 = 74, y3 = 218, x4 = -9, y4 = 218 Texture address = 0005C220 Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0005A640 Color Calc. mode: Replace | NO | NO | NO | NO | Logos NBG0 mode / NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word NBG3 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word 3D Game UI NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? NBG1 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? Foregorund rotate in FPS RBG0 Parameter A/B switched parameter window 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? | YES Fade in/out / Sun effect out tunnel Color offset A Enabled in Sprite screen. B in Back and Layers Screens Polygon x1 = 0, y1 = 107, x2 = 352, y2 = 107 x3 = 352, y3 = 239, x4 = 0, y4 = 239 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Logo Fade NBG3 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 17:15 ... Special Color Calculation 0 3D Game Transparencia entre capas, como fundido | SD FMV / Menu / 3D game Display Resolution = 352 x 240(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Yabause signals FMV / 3D Memory 70% Registers 21,7% | X CD-DA No DSP Possible Reverb in tunnel | X | DUCK / ? | Por el aspecto del dithering y a 15BBP. No puedo verlo mejor pq el sistema archivos cd rom como Psygnosis estilo? 200x188 / 15BBP / 30FPS? Stereo | VDP1 200x188 sprite scalado al maximo de pantalla. 320X240 Scaled Sprite /Zoom Point: Only two coordinates / xa = 0, ya = 0, xc = 352, yc = 240 Texture width = 288, height = 200 / Color mode: 15 BPP(RGB) VDP2 Off | 30FPS | Yabause: 784 @30 = 23.520 High Poly count | NO | RAM (L/H) 65 / 80% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers / color) 80 / 65% | Exclusive Port Arcade Model2A | System and Lead Programming: Shane Stevens Lead Artist: Alun Bjorksten Lead Support Programmer: Graeme Scott Additional Programming: Paul Seedy, Julian Crooke Quality Assurance Manager: John Szoke Technical Director: Andrew Bailey Producer: Arthur Kakouris | ||||||||||||||||||||||||||
152 | MechWarrior 2: 31st Century Combat | Activision | Quantum Factory | 1997-04-01 | Mechs 3D | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | Menu/3D Game Polygon x1 = 0, y1 = 180, x2 = 319, y2 = 180 x3 = 319, y3 = 223, x4 = 0, y4 = 223 Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Normal Sprite x = 28, y = 169 Texture address = 0004FFC0 Texture width = 128, height = 12 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0004CBE0 Color Calc. mode: Replace 3D Game Line x1 = 41, y1 = 41, x2 = 19, y2 = 19 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00041FF8 Color Calc. mode: Replace | FMV Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | YES Menu/3D Game Gourand shading personajes y escenarios Distorted Sprite x1 = 155, y1 = 114, x2 = 155, y2 = 115 x3 = 158, y3 = 114, x4 = 158, y4 = 114 Texture address = 00055E00 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 00056000 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00010010 | YES Mesh para explosiones, smoke, fire, particle… Scaled Sprite Zoom Point: Only two coordinates xa = -448, ya = -482, xc = 575, yc = 746 Texture address = 00028F20 Texture width = 64, height = 61 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 000296C0 Color Calc. mode: Replace | YES 1 Paralell Light Static Source not Color Gourand No dynamic lights. | NO | YES Distorted Sprite Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 00060B80 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00010100 Notes: Transparencia en selección robot VDP1 contra VDP2 Y Gouraud Otras durante el juego: No | Menu Fondo RBG1 mode Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V 3D Game Cielo RBG1 mode Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 00000000 … Plane D Address = 00000000 Read KAst Parameter = FALSE Read Yst Parameter = FALSE Read Xst Parameter = FALSE Window disabled whole screen Color Ram Address Offset = 0 Priority = 2 Color Offset A Enabled R = 0, G = 0, B = 0 Special Color Calculation 0 Suelo plano infinito Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 00000000 .. Plane P Address = 00000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 3 Special Color Calculation 0 | YES Fade Black Color offset sprite, back and layers screen Menu Sprite Screen Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 24:8 … Color Calculation Ratio 7 = 24:8 Priority ? | SD FMV / Display Resolution = 320 x 240(PAL) Interlace Mode = Non-Interlace | X | yabause signals 3D / FMV Memory 2% Registers 0% | X 3D Memory 50% Registers 43,5% | X CD-DA DSP Memory 30% | X | .qvc Video propietario Quantum Factory | Parece 320x200, 15/30FPS Audio mono | VDP1 y 2 empty Back Screen Stuff ----------------- Mode = Single color Address = 05E69000 Color Offset A Enabled R = 0, G = 0, B = 0 Sprite Stuff ------------ Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | 20FPS | Yabause: @30 = @60 = Number of polys similar to PSX | YES LOD objets | RAM (L/H) 80/65% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers / color) 60/60% | Simultaneous PSX/SS Versión en ciertos aspectos mejor que PSX PSX Transparencias en todo ... PSX U 1997-03-28 / SS U 1997-04-01 | Credits ? | |||||||||||||||||||||||||||
154 | FIFA 97 | EA | Perfect Ent. | 1997-04-04 | Football | Yabause(0.9.15) / SFF(0.10) | Menus Scaled Sprite Zoom Point: Only two coordinates Texture width = 128, height = 22 Color mode: 4 BPP(16 color LUT) Scaled Sprite Texture width = 320, height = 255 Color mode: 8 BPP(256 color bank) Distorted Sprite Texture width = 16, height = 10 Color mode: 4 BPP(16 color LUT) Game 3D Line Color mode: 4 BPP(16 color bank) Scaled Sprite Texture width = 160, height = 14 Texture read direction: Normal Color mode: 4 BPP(16 color LUT) Polygon Color mode: 4 BPP(16 color bank) | Menus / 3D Game Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette No system clipping data FMV Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette | YES UI elements Polygon Color mode: 4 BPP(16 color bank) Color Calc. mode: Gouraud Shading | YES Redes porteria Distorted Sprite x1 = 47, y1 = 101, x2 = 66, y2 = 104 x3 = 68, y3 = 122, x4 = 42, y4 = 118 Texture address = 000113C0 Texture width = 8, height = 8 Texture read direction: Normal Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 000516C0 Color Calc. mode: Replace UI Polygon x1 = 80, y1 = 80, x2 = 240, y2 = 80 x3 = 240, y3 = 175, x4 = 80, y4 = 175 Pre-clipping Enabled Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00061080 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0005C400 Menus mesh Scaled Sprite Texture width = 128, height = 22 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Polygon Mesh Enabled Color mode: 4 BPP(16 color bank) Color Calc. mode: Gouraud Shading | NO | NO ? | YES Sombras humanas transparentes sobre suelo VDP1>VDP2 Polygon x1 = 200, y1 = 198, x2 = 209, y2 = 201 x3 = 236, y3 = 197, x4 = 227, y4 = 196 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0003FFF0 Color Calc. mode: Replace | Menus Not use VDP2 only VDP1 Game 3D NBG0 mode 8-bit(256 colors) Bitmap(512x256) Floor rotated RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 4-bit(16 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = 1 word Character Number Supplement bit = 0 Special Priority bit = 0 Special Color Calculation bit = 0 Supplementary Palette number = 0 Supplementary Color number = 8 Plane A Address = 00000000 Plane B Address = 00002000 Plane C Address = 00004000 Plane D Address = 00006000 Plane E Address = 00008000 Plane F Address = 0000A000 Plane G Address = 0000C000 Plane H Address = 0000E000 Plane I Address = 00010000 Plane J Address = 00012000 Plane K Address = 00014000 Plane L Address = 00016000 Plane M Address = 00018000 Plane N Address = 0001A000 Plane O Address = 0001C000 Plane P Address = 0001E000 Window W0 Enabled: Line Window Table Address = 05E7F000 Display inside of Window Window Overlap Logic: AND Color Ram Address Offset = 400 Priority = 1 Special Color Calculation 0 | YES Color offset: Fade Black Polygon x1 = 0, y1 = 0, x2 = 320, y2 = 0 x3 = 320, y3 = 255, x4 = 0, y4 = 255 Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: 8000 Color Calc. mode: Replace Game 3D No CC or ratio, or transparente or shadow enabled | SD Menu / 3D game / FMV Display Resolution = 320 x 240(PAL) Interlace Mode = Non-Interlace | X | X | X 3D / FMV DMA ON Memory 90% Registers 43,47% | X Possible ADPCM Music/crown/comentarys sddrvs.tsk @Ver1.31 95/06/20 SEGASATURN(S) sampleNao V0.00q Kas V0.00c DSP Memory 35% | X | .uv: MPEG-like codecs used by EA .tgv MPEG-like codecs used by EA | 15FPS? .uv: Resolution: 304 x 192 FPS: 15.000 Codec: rawyuy2 Bit rate: 352 kbps Rate: 22050 Hz Bits: 8bit Channels: 2 Codec: PCM Mu-ulaw .tgv Resolution: 88 x 88 Formato: fVGT FPS: 15.000 Codec: ffeatgv Formato: EACS Bit rate: 313524 kbps Rate: 576061440 Hz Channels: 2 | VDP2 NBG0 mode 32-bit(16.7 mil colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 0007E000 Plane B Address = 0007F000 Plane C Address = 0007F000 Plane D Address = 0007F000 Screen Scroll x = -504, y = -488 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 7 Special Color Calculation 0 | 25/30FPS | Yabause: 1044 @30 = 31.320 Number of polys similar to PSX | YES LOD 3D players models | RAM(L/H) 40/50% VRAM VDP1 (Tex+CLUT+Gouraud) 70% VRAM VDP2 (layers/color) 70/90% | Port PSX. High Score Productions. Original. Port by Perfect Ent. Muy parecido. Diferencias. Degradado horizonte y transparencia en 2D menu/UI. FOV/posicion camaras juego diferentes. LOD sombras más alto. Solo 2 sombras completas vs 5/6 PSX. LOD Jugadores en PSX parace más alto que en SS. Ambos Marcadores 3D. PSX 512x240x16 @30 todo el juego. No Gouraud. SS 320x240x16 @30 todo el juego. No Gouraud. PSX PAL 1996-11-16 / SS EU 1997-04-04 CD 1997-02-20 PSX U 1996-11-16 / SS U 1997-03-20 | Perfect Entertaiment: Producer: Colin Fuidge Lead programmer: Manjit Ghataora Senior Programmers: Chris Waterworth, Jon Forshaw Additional Programming: Ross Googley, Jason Brooker, Ray Tredoux, Dominic Jackson Techinical Art Director: Paul Mitchell Artist: David Swan, Steve Packer Audio Director: Rob Lord Sound conversion: Jeremy Trantor | Creditos comunes entre versiones COMPROBAR Exectutive Producer: Bruce Mcmillan Producer: Marc Aubanel Associate Producer: M. James Schulte Assistant Producers: Paul Smith, Kerry Wjalen, Nick Wlodyka Director, Product Development; Warren Wall Developemt Director: Dylan Miklashek Game Engine: Kevin Pickell, Penny Lee, Brian Plank, Mark Gipson, Desmond Fernando, Ted Sylka, Wyatt Cheng Original 32 bit Game: Electronic Arts Seattle Library Conversion: James Fairweather Art Director: David Adams Franchise Lead Artist: Jackie Ritchie | ||||||||||||||||||||||||||
155 | Touge King the Spirits 2 | Atlus | Cave | 1997-04-18 | Racing | Yabause(0.9.15) / SFF(0.10) | Loading Distorted Sprite Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Distorted Sprite Color mode: 15 BPP(RGB) Color Calc. mode: Replace Menu / Interior menus / 3D Game Fade Transparency Polygon x1 = 0, y1 = 0, x2 = 351, y2 = 0 x3 = 351, y3 = 223, x4 = 0, y4 = 223 Color mode: 15 BPP(RGB) Non-textured color: 0000 Color Calc. mode: Replace Normal Sprite Color mode: 8 BPP(256 color bank) Color bank: 00001000 Color Calc. mode: Replace Distorted Sprite Color mode: 4 BPP(16 color bank) Color bank: 00001000 Color Calc. mode: Replace Polygon Color mode: 4 BPP(16 color bank) Color bank: 00038188 Color Calc. mode: Replace Normal Sprite Color mode: 8 BPP(256 color bank) Color bank: 00001000 Color Calc. mode: Replace | Menu Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen No clipping system Interior menus / 3D Game Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES Interior menus / 3D Game Coche y cambio de iluminación en túneles Distorted Sprite Color mode: 4 BPP(16 color LUT) Color lookup table: 00025BE0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00024230 Polygon Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00046318 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00024F00 Escenario NO High Speed Shrink Enabled ? | YES Interior menus / 3D Game Car Glass, shadow, smoke, wheels mark road Polygon Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00046318 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00024F00 Shadow car Distorted Sprite Texture width = 8, height = 8 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace UI Polygon Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00038188 Color Calc. mode: Replace | YES 2 or + Light Static Source Color Flat / Gouraud only in cars Flat Color Luminance Degrade of the scenary to dark in horizon. Car light in night mode in road and degrade to dark in horizon. | NO | YES Flat color Luminance Degrade of the scenary to dark in horizon. Car light in night mode in road and degrade to dark in horizon VDP1 Depth cueing Fog | YES Shadow PressStart Distorted Sprite x1 = -78, y1 = 231, x2 = 322, y2 = 231 x3 = 251, y3 = 200, x4 = 68, y4 = 200 Texture address = 0007CAC0 Texture width = 184, height = 15 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00005080 Color Calc. mode: Replace Menu Windows backgrounds Polygon x1 = -154, y1 = -68, x2 = 156, y2 = -68 x3 = 156, y3 = -44, x4 = -154, y4 = -44 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00038188 Color Calc. mode: Replace | Menu Foregorund NBG0 mode / NBG1 8-bit(256 colors) Bitmap(1024x512) Interior menus / 3D Game Use all VDP2 Foregorund NBG0 mode 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 20000 Cockit car NBG1 8-bit(256 colors) Bitmap(512x256) Bitmap Address = 20000 Layer rain/snow/etc NBG2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word UI counters speed NGB3 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word Earth Floor Infinity RGB0 Parameter A/B switched via coefficients 4-bit(16 colors) Bitmap(512x512) Bitmap Address = 40000 | YES Fade Black/White Color offset Layers, Back and Sprite screens Menu NBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 19:13 Color Offset A Enabled R = -10, G = -10, B = -10 Special Color Calculation 0 Spite screen Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 25:7 Color Calculation Ratio 2 = 25:7 Color Calculation Ratio 3 = 31:1 ,,, Color Calculation Ratio 7 = 31:1 Priority ? 3D Game Layer rain/snow/etc NBG2 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 11:21 Color Offset A Enabled R = -2, G = -2, B = -2 Special Color Calculation 0 Interior menus / 3D Game Possible Fade using Polygon full screen in VDP1 Color Calculation Enabled Color Calculation Condition = Priority == CC Condition Number Color Calculation Condition Number = 6 Color Calculation Ratio 0 = 29:3 ,,, Color Calculation Ratio 7 = 29:3 Priority ? | HD Main Menus Display Resolution = 640 x 224(NTSC) Interlace Mode = Double-Density Interlace SD Interior menus / 3D Game SD Display Resolution = 352 x 224(NTSC) Interlace Mode = Non-Interlace | X | X FMV | X 3D 80% memory code 45% registers | X CD-DA Ver2.04 96/01/25<< SEGASATURN >>A.Miyazawa 16:54(C) SEGA Enterprises / Digital Media R&D ,Sound Division DSP 40% Memory Possible Reverb in tunnels | X | Cinepack / PCM | 24 bit RGB Resolution: 320 x 224 FPS: 600.000 Bit rate: 705 kbps Rate: 44100 Hz Channels: 1 | VDP1 Polygon x1 = 0, y1 = 0, x2 = 351, y2 = 0 x3 = 351, y3 = 223, x4 = 0, y4 = 223 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) Non-textured color: 8000 Color Calc. mode: Replace VDP2 NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = 0, y = -16 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 7 Special Color Calculation 0 Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen | 30FPS | Yabause: 862 @30 = 25.860 High Poly count | RAM (L/H) 90/80% VRAM VDP1 (Tex+CLUT+Gouraud) 95% VRAM VDP2 (layers / color) 60/75% | Exclusive before port a PSX por Nextech: Touge Max 2 Muy diferente. Analizar. SS J 1997-04-18 / PSX J 1998-09-17 | Credits ? | El escenario igual al anterior Gran distancia dibujo Mejora en todo al anterior. Efectos climáticos usando VDP2 | ||||||||||||||||||||||||||
157 | Sky Target | SEGA | Appaloosa Interactive | 1997-04-25 | Airplane 3D | Yabause(0.9.15) / SFF(0.10) | Distorted Sprite Texture address = 00064580 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0001DAC0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0001A640 | Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 239 | YES Todo Gourand Distorted Sprite Texture address = 0007E260 Texture width = 40, height = 104 Texture read direction: Normal High Speed Shrink Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0001D520 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0001A610 | YES Glass. Fire, tails, smoke, shadow, UI Distorted Sprite Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0001D4E0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0001A780 | YES 1 Light Static Source not Color ? Gouraud/Flat ? | NO | YES ? | NO | Fondo Horizonte rota raro, ver consola. UI 1 NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V UI 2 NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Fondo RBG0 Using Parameter B 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V | YES Pause Color offset RBG0 y General | SD Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace | X | X FMV | X 3D Memory ? Registers ? | X CD-XA | X | DUCK / PCM | 15bit RGB Resolution: 352 x 180 Bit rate: 1780 kbps FPS: 15.000 Bit rate: 176 kbps Rate: 22050 Hz Channels: 1 | VDP1 Polygon x1 = -176, y1 = -120, x2 = 175, y2 = -120 x3 = 175, y3 = 119, x4 = -176, y4 = 119 Color mode: 15 BPP(RGB) Non-textured color: 0000 Color Calc. mode: Replace Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette NBG1 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 40000 | 30FPS? | Yabause: 1122 @30 = 33.660 @60 = 67.320 High Poly count | YES ? | RAM (L/H) 65/75% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 65/70% | Exclusive Port Arcade Sega Model 2A CRX No hay grandes diferencias. Cutscenes en tiepo real. Puede que mas transparencias. Pero poligonos en escenario y enemigos similares. Releases Arcade 1995 | Yabause no muestra VDP1 datos en Soft. En OGL OK VDP2 (Normal aprovechado) Fondo Horizonte rota. Suelo no usa VDP2? | ||||||||||||||||||||||||||
160 | Formula Karts | SEGA | Manic Media | 1997-05-22 | Racing | Yabause(0.9.15) / SFF(0.10) | 4bpp menus 8bpp juego | Juego: ? HD Menus ? | NO | NO | YES 1 Static Light Source not Color Flat(Palleted) | YES ? | Fondo NBGx UI Menus en HD: Varias capas una transparente 4BPP Juego: Solo fondo trasladado | Juego: ? HD Menus 704 x 256(NTSC) | X | X | X 3D Memory 90% Registers 39,13% | X | X | 20FPS | Yabause: 1164 max @20 = 23.280 Great drawing distance, almost no poping. | YES ? | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | first SS/PC before PSX Comparar con PSX 4BPP en SS menus por HD modo VS 8BPP en PSX en low-res Sombras bajo coche trans y relleno letreros carrera trans(Perfectamente posible ambos en SS) Menos o nada de popping. Más suave en apariencia. 30FPS o más PSX. SS 20FPS a ojo. Releases PSX E 1997-11-21 / SS E 1997-05-22 | Buscar créditos? | No partículas de humo o sombras en coches. Yabause SCU On para OK | |||||||||||||||||||||||||||||||
161 | Krazy Ivan | Psygnosis | Perfect Ent. | 1997-05-23 | FPS | Yabause(0.9.15) / SFF(0.10) | Distorted Sprite Texture width = 8, height = 5 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Polygon Color mode: 4 BPP(16 color bank) Distorted Sprite Texture width = 40, height = 45 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 8 BPP(256 color bank) | VDP1 Framebuffer Data Format = RGB and palette System Clipping x1 = 0, y1 = 0, x2 = 320, y2 = 224 | YES Letras y terreno Distorted Sprite Color mode: 4 BPP(16 color LUT) Color Calc. mode: Gouraud Shading High Speed Shrink Enabled ? | NO ? | YES 1 Light Static in Terrain. Character no light totally flat. | NO ? | YES Possible Depth Cueing / VDP1 Gouraud for Degradado horizonte | NO ? | NBG0 mode 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V NBG1 16-bit(32,768 colors) Tile(1H x 1V) Plane Size = 2H x 2V RBG0 Using Parameter A 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V | YES Color Offset In line o back | SD Display Resolution = 320 x 224(PAL) Interlace Mode = Non-Interlace | X | X FMV | X 3D DMA ON Memory 60% Registers 30,5% | X CD-DA DSP 35% Memory | X | Cinepack ? / PCM ? Very Bad compressed | 15bit? 15FPS? | VDP1 Polygon x1 = 0, y1 = 190, x2 = 320, y2 = 190 x3 = 320, y3 = 223, x4 = 0, y4 = 223 Color mode: 4 BPP(16 color bank) Color bank: 00000000 VDP2 NBG1 16-bit(32,768 colors) Tile(1H x 1V) Plane Size = 2H x 2V Ventana | 30FPS | Yabause: 523 @30 = 18.000 Number of polys similar to PSX | YES ? | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port PSX/PC. FMV lo de siempre. Muchas, muchas transparencias. Ni una en SS. SS posible Capa en menus, posible con VDP2. O VDP1>VDP2? SS posible UI/Video juego VDP2 transp.? SS posible Elemento pequeños VDP1>VDP1? Terreno Gouraud muy similar. No iluminacion tampoco. Si gouraud/plana dinamico en personajes. Iluminacion 1 luz dinamica. Niveles mas luz. Niebla mas clara. Generacion de terreno un poco mas corta en SS. Efecto oscurecerse lejania enemigos parecido. Animacion aparecer enemigos diferente. SS wireframe. PSX PAL: 1996-01-01 / SS EU 1997-05-23 CD 1996-11-12 | Saturn Conversion by Perfect Entertainment Producers: Colin Fuidge, Arthur Kakouris Assistant Producer: Tim Larby Lead Programmmer: Dominic Jackson Additional Programming: Jon Forshaw Engine Code: Shane Stevens, Andrew Bailey QA: Matt Stamps Additional Artwork: Paul Mitchell, David Swan | ||||||||||||||||||||||||||
171 | Bulk Slash | Hudson soft | C.A. Production | 1997-07-11 | Robot 3D | Yabause(0.9.15) / SFF(0.10) | Menu Polygon Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007FFC0 Color Calc. mode: Replace Scaled Sprite Zoom Point: Center-center Texture width = 56, height = 16 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000480 Color Calc. mode: Replace 3D Game Distorted Sprite Texture width = 64, height = 64 Texture read direction: Reversed horizontal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0000F280 Color Calc. mode: Replace Distorted Sprite Texture width = 16, height = 32 Texture read direction: Reversed horizontal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00006680 Color Calc. mode: Replace Scaled Sprite Zoom Point: Center-center Texture width = 96, height = 64 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00001000 Color Calc. mode: Replace Polygon Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007B5A8 Color Calc. mode: Replace Polyline Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00041FF8 Color Calc. mode: Replace | FMV / Main Screen / Menu / 3D Game Sprite Type = 2 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | NO | YES Explosions Distorted Sprite x1 = 75, y1 = 28, x2 = -195, y2 = 24 x3 = -227, y3 = 190, x4 = 100, y4 = 204 Texture address = 0005D540 Texture width = 48, height = 24 Texture read direction: Reversed horizontal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000800 Color Calc. mode: Replace Smoke jump Polygon Pre-clipping Enabled Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007FBD8 Color Calc. mode: Replace Sprite ocluded Scaled Sprite Zoom Point: Center-center xa = -1, ya = 51, xb = 72, yb = 120 Texture address = 0007B000 Texture width = 72, height = 120 Texture read direction: Normal Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00001000 Color Calc. mode: Replace Same effect like Shilotte Mirage and Guardian Heroes. Draw over, I mean before that opaque same sprite, but not overdraw the mesh. Blend because are the same pixels. | YES 1 Light Flat Static Source not Color in briefing mission and select level | NO | YES VDP1 Ink graded White Color mode: 4 BPP(16 color bank) + Mesh FAR Clipping in Level 1 and 3. VDP1 Ink graded 4 BPP(16 color bank) + Ratio transparent in VDP2 in Level 2. | YES Menu 3D planet Letters Banners Scaled Sprite Zoom Point: Center-center xa = -116, ya = -48, xb = 55, yb = 15 Texture address = 00030900 Texture width = 56, height = 16 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000480 Color Calc. mode: Replace Deph Cueing in some Levels. | Main Screen NBG0 mode / NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 1V Pattern Name data size = 1 word Menus NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 1V Pattern Name data size = 1 word 3D Game UI text opaque NBG0 mode / UI transp elemnts NBG1 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word 3D Floor and Sky Flat XY RBG0 Parameter A/B switched via coefficients 4-bit(16 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = 1 word Possbile blur effcet horizon in RBG0?? Need Type 0 Buffer | Fade in out Black Color Offset B Screen layer and Sprite Scaled Sprite Zoom Point: Upper-left xa = -160, ya = -112, xb = 319, yb = 223 Texture address = 0007FF00 Texture width = 8, height = 1 Texture read direction: Normal Pre-clipping Enabled End Code Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Menu Color Calculation Enabled Color Calculation Condition = Priority <= CC Condition Number Color Calculation Condition Number = 3 Color Calculation Ratio 0 = 27:5 Color Calculation Ratio 1 = 31:1 …. Color Calculation Ratio 7 = 31:1 Priority 0 = 3 Priority 1 = 4 Priority 2 = 5 ... Priority 7 = 5 3D Game Level 1 Color Calculation Enabled Color Calculation Condition = Priority >= CC Condition Number Color Calculation Condition Number = 1 Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 27:5 Color Calculation Ratio 2 = 31:1 Color Calculation Ratio 3 = 27:5 Color Calculation Ratio 4 = 30:2 Color Calculation Ratio 5 = 25:7 Color Calculation Ratio 6 = 27:5 Color Calculation Ratio 7 = 31:1 Priority 0 = 6 Priority 1 = 7 Priority 2 = 5 … Priority 7 = 5 NGB1 Color Calculation Enabled Special Color Calculation Mode = 3 Color Calculation Ratio = 20:12 ,,, Special Color Calculation 3 | Main Screen Display Resolution = 640 x 224(NTSC) Interlace Mode = Double-Density Interlace Menu / FMV / 3D Game Display Resolution = 320 x 224(NTSC) Interlace Mode = Non-Interlace | X | X 3D / FMV | Yabause signals FMV / 3D Memory 0% Registers 21,7% | X CD-DA MIDI DSP Memory 35% Registers 0% | X | Cinepack / PCM | 24 bit color RGB Resolución: 288 x 208 Tasa de bits: 0 kbps Imágenes por segundo: 600.000 Tasa de bits: 705 kbps Tasa: 44100 Hz Canales: 2 | VDP1 Distorted Sprite x1 = -144, y1 = -104, x2 = 143, y2 = -104 x3 = 143, y3 = 103, x4 = -144, y4 = 103 Texture address = 00010000 Texture width = 288, height = 208 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace VDP2 Off | 30FPS | Yabause: 600 aprox @30 = 18.000 | NO | RAM (L/H) 65//60% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 70/85% | Exclusive | |||||||||||||||||||||||||||
174 | Darklight Conflict | EA | Rage Software | 1997-07-17 | Spaceships 3D | Yabause(0.9.15) / SFF(0.10) | 3D Game ¼ Sol Scaled Sprite Zoom Point: Only two coordinates xa = -57, ya = -121, xc = 0, yc = -58 Texture address = 0000FDC0 Texture width = 64, height = 64 Texture read direction: Normal User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00001080 Color Calc. mode: Replace Distorted Sprite x1 = 0, y1 = 7, x2 = 10, y2 = -2 x3 = 13, y3 = 0, x4 = 3, y4 = 9 Texture address = 00070EE0 Texture width = 48, height = 16 Texture read direction: Reversed vertical High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007B3C0 Color Calc. mode: Replace | FMV / 3D Game Sprite Type = 4 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 User Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 255 Main menu Sprite Type = C VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 3 User Clipping x1 = 0, y1 = 0, x2 = 703, y2 = 255 | YES Menu Logo 3D Distorted Sprite Texture width = 32, height = 40 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007B200 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007CB20 Menu Records / 3D Game Polygon Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: C210 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007C9B8 Star Tails Line Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) Non-textured color: FFE0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007C4A0 Explosions / Particles Scaled Sprite Zoom Point: Only two coordinates Texture address = 00011C00 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007C440 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007CAC8 | YES Particles Scaled Sprite Zoom Point: Only two coordinates xa = 10, ya = -9, xc = 12, yc = -7 Texture address = 000105E0 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007C460 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007C7F8 Flares Fire Polygon x1 = 6, y1 = 163, x2 = 12, y2 = 209 x3 = -8, y3 = 207, x4 = -8, y4 = 207 Pre-clipping Enabled Mesh Enabled Color mode: 15 BPP(RGB) Non-textured color: 80CF Color Calc. mode: Gouraud Shading + Half-luminance Gouraud Shading Table = 0007CE80 | YES 3 or + Lights Dynamic Color and Source Gouraud/Flat | YES Flares Fire Polygon x1 = 6, y1 = 163, x2 = 12, y2 = 209 x3 = -8, y3 = 207, x4 = -8, y4 = 207 Pre-clipping Enabled Mesh Enabled Color mode: 15 BPP(RGB) Non-textured color: 80CF Color Calc. mode: Gouraud Shading + Half-luminance Gouraud Shading Table = 0007CE80 | YES Gouraud Black distance | YES Efecto Sol y flares 2D fondo Scaled Sprite Zoom Point: Only two coordinates xa = -54, ya = -94, xc = 54, yc = 6 Texture address = 0000EDC0 Texture width = 64, height = 64 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00005080 Color Calc. mode: Replace | Menu Foregorund NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Text NBG1 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Menu Records Text NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Foregorund space RBG0 Using Parameter A 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V 3D Game Text NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Priority = 7 UI 2 Layers Trans NBG1/2 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Priority = 4 / 6 Foregorund space RGB0 Using Parameter A 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word Character Number Supplement bit = 0 Special Priority bit = 0 Special Color Calculation bit = 0 Supplementary Palette number = 0 Supplementary Color number = 0 Plane A Address = 00020000 ... Plane P Address = 00020000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 2 Special Color Calculation 0 | YES Fade Black and Ink Color Offset Back, Sprite and Screens Polygon x1 = -176, y1 = -128, x2 = 176, y2 = -128 x3 = 176, y3 = 128, x4 = -176, y4 = 128 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Menu Records Sprite Screen Color Calculation Enabled Color Calculation Condition = Priority >= CC Condition Number Color Calculation Condition Number = 1 Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 25:7 Color Calculation Ratio 3 = 25:7 Color Calculation Ratio 4 = 28:4 Color Calculation Ratio 5 = 29:3 Color Calculation Ratio 6 = 26:6 Color Calculation Ratio 7 = 25:7 Menu / 3D Game Sprite Screen Color Calculation Enabled Color Calculation Condition = Priority >= CC Condition Number Color Calculation Condition Number = 1 Color Calculation Ratio 0 = 31:1 Color Calculation Ratio 1 = 27:5 Color Calculation Ratio 2 = 27:5 Color Calculation Ratio 3 = 25:7 Color Calculation Ratio 4 = 28:4 Color Calculation Ratio 5 = 29:3 Color Calculation Ratio 6 = 26:6 Color Calculation Ratio 7 = 25:7 Priority 1 = 3 Priority 2 = 5 Priority 3 = 0 … Priority 7 = 0 UI NBG1/2 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 19:13 | FMV / 3D Game Display Resolution = 352 x 256(PAL) Interlace Mode = Non-Interlace Menu Display Resolution = 704 x 256(PAL) Interlace Mode = Non-Interlace | X | X | X 3D / FMV FMV 80% Memory 48% Registers 3D DMA ON 95% Memory 43,5% Registers | X CD-DA DSP Signal in SSF PCM files In Yabause 0% Memory 0% Registers | X | .tgq MPEG-like codecs used by EA | 32 bits Resolution: 304 x 176 FPS: 15.000 Codec: rawyuy2 Bit rate: 352 kbps Rate: 22050 Hz Channels: 2 Codec: ulaw | VDP2 NBG0 mode 32-bit(16.7 mil colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 2 words Plane A Address = 0007E000 Plane B Address = 0007F000 Plane C Address = 0007F000 Plane D Address = 0007F000 Screen Scroll x = -488, y = -472 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 7 Color Offset A Enabled R = 0, G = 0, B = 0 Special Color Calculation 0 Full screen zoom ? NO | 30FPS | Yabause: 1.324 Main menu letters and logo @30 = 39.720 Number of polys similar to PSX | LOD | RAM (L/H) 40/70% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 55/60% | Simultaneous PC/PSX/SS SS is a port from PSX More transparencies in PSX. Texturing a little different. Color values for lights different. Different Briefing menus. FMV very similar, PSX more Full Sceen. 320x192 15FPS / 16bit 37800Hz Stereo FMV 320x256x24bit 3D 512x256x16bit 2D Menus 512x512x16bit Maybe less distance draw Rest equal. PSX E 1997-07-17 / SS E 1997-07 CD 1997-06-11 | RAGE SOFTWARE PSX Programming: Tony Pomfret, John McMurray Game Art: Andy Johnson, Ian Rickard Sound: Stephen Lord Music: Stephen Lord FMV: Andy Rixon, Charles Davies Product Management: John Heap Code Alan Webb Art Simon Street John Gyarmati | Que pasa cuando se superponen la capa VDP2 con transparencia con un elemento VDP1 con transparencia? Cambia el resultado si esta el: VDP1 >> VDP2 o el VDP2 >> VDP1? SI. 1º Opaco. 2º Trans si H-T VDP1, si es VDP1>VDP2 opaco tambien. Caso Darklight Conflict: UI VDP2 >> VDP1>VDP2 el VDP1 se mezcla con el VDP2 transparente y ya no se ve el fondo total. // En Shiloute Mirage diferente, pq las nubes y rayos tienen degradados de alpha. Que es donde sale el negro | |||||||||||||||||||||||||
179 | Last Bronx | SEGA | AM3 | 1997-08-01 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | 3D Game Luchadores Polygon x1 = -31, y1 = -12, x2 = -31, y2 = -10 x3 = -28, y3 = -7, x4 = -28, y4 = -8 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 000532F8 Color Calc. mode: Replace Distorted Sprite Texture width = 56, height = 21 High Speed Shrink Enabled Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Ring 3D o con elementos limite o cercanos Distorted Sprite Texture width = 32, height = 32 Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 | FMV Sprite Type = 0 VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 255 3D Game / Menus SD / HD Sprite Type = 4 VDP1 Framebuffer Data Format = Palette only Window W0 Enabled: Horizontal start = 0 Vertical start = 0 Horizontal end = 703 Vertical end = 507 Display inside of Window Window Overlap Logic: OR User Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 507 | NO | YES UI VDP2 | NO | NO | YES Sombras redondas y transparencia Distorted Sprite x1 = 170, y1 = 226, x2 = 21, y2 = 226 x3 = 15, y3 = 186, x4 = 117, y4 = 186 Texture address = 00010300 Texture width = 16, height = 16 Texture read direction: Normal Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00001F80 Color Calc. mode: Replace FMV Subtitulos sombra ? Letra Normal Sprite x = 136, y = 100 Texture address = 00010000 Texture width = 8, height = 8 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00003F80 Color Calc. mode: Replace | VDP2 Perfectamente usado HD resolución UI, menús 2D. HD menús y UI 704x224 Elementos 2D/3D en suelo/techo/fondo con planos VDP2 Fondos planos NBG0 mode/NBG1/NBG3 4-bit(16 colors) Tile(1H x 1V) Plane Size = 2H x 1V Pattern Name data size = 1 word Priority = 3 UI NBG2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word Priority = 7 Suelo RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 2 words Priority = 3 | YES 3D Game Color RAM Offset = 0 Color Calculation Enabled Color Calculation Condition = Priority == CC Condition Number Color Calculation Condition Number = 6 Color Calculation Ratio 0 = 24:8 Color Calculation Ratio 1 = 25:7 Color Calculation Ratio 2 = 26:6 Color Calculation Ratio 3 = 27:5 Color Calculation Ratio 4 = 28:4 Color Calculation Ratio 5 = 29:3 Color Calculation Ratio 6 = 30:2 Color Calculation Ratio 7 = 31:1 Priority 0 = 5 Priority 1 = 6 Priority 2 = 5 Priority 3 = 5 Priority 4 = 5 Priority 5 = 5 Priority 6 = 5 Priority 7 = 5 | HD Menu / 3D Game Display Resolution = 704 x 256(NTSC) Interlace Mode = Double-Density Interlace FMV Display Resolution = 320 x 256(NTSC) Interlace Mode = Non-Interlace | X | X 3D / FMV | Signals in Yabause X 3D 35% Memory 20% Registers | X CD-DA MIDI music DSP 35% Memory | X | DUCK / Duck Audio | 15 bits RGB Dithering Resolution: 288 x 200 Bit rate: 1829 kbps FPS: 30.000 Bit rate: 177 kbps Rate: 44100 Hz Channels: 1 | VDP2 NBG0 mode 16-bit(32,768 colors) Bitmap(512x256) | 60FPS | Yabause: 583 @60 = 35.000 | RAM(L/H) 70/80% VRAM VDP1 (Tex+CLUT+Gouraud) 90% VRAM VDP2 (layers/color) 65/95% | Exclusive Port Arcade Sega Model 2B CRX Escenarios 3D real. Sombras humanas?? Comparación con Soul Blade (1996/97) : Los elementos 3D del escenario no llegan al SB… como la hierba, la barca… etc. NO iluminación dinámica NO escenarios con animaciones o cambios de luz SIN gourand luchadores ni nada. | Director: Akinobu Abe Programmers: Seiji Fujiwara, Hirofumi Okamoto, Mitsuyoshi Ono, Bungo Ishida Designers: Seiichi Yamagata, Kiyohiko Yamashita, Masaki Takahashi, Minori Hisamatsu, Sayaka Ishiyama Character Design: Yoshitsugu Sato Sound: Tomoyuki Kawamura Computer Graphic: Koji Ono Movie Convert: Yuji Sawairi Coordinator: Noriaki Yatsuzuka, Nobuhiko Shimizu | ||||||||||||||||||||||||||||
183 | Assault Rigs | Psygnosis | Perfect Ent. / The Wheelhaus | 1997-09-11 | Action 3D | Yabause(0.9.15) / SFF(0.10) | Menus; Juego: Polygon Color mode: 4 BPP(16 color bank) Distorted Sprite Color mode: 4 BPP(16 color LUT) Polygon High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) Non-textured color: A806 Color Calc. mode: Replace | Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette User Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 255 | YES Pero plano ? Menus Distorted Sprite Texture width = 40, height = 17 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 000692E0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00072908 Juego: Distorted Sprite Texture width = 32, height = 22 High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 00042BE0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00079BE0 | YES Disparos, sombras, efectos particulas 3D | YES 2 Lights Static Source Color ? in flat polygons whit Gouraud. | YES UI elementos: VDP1>VDP1 Mirilla primera persona. Cuadrado fondos UI UI items icos Normal Sprite Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace/Half-transparent Polygon Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color Calc. mode: Replace/Half-transparent | YES ? | NO | Menus; NO usa VDP2 Juego: NBG0 mode 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V RBG0 fondo rotado Using Parameter A 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V | YES Color offset capas y general | SD Display Resolution = 320 x 224(NTSC) Interlace Mode = Non-Interlace | X | Signals in Yabause FMV / 3D Memory % Registers % | X 3D DMA ON Memory 60% Registers 39% | X CD-XA | X | Cinepack ? PCM ? | ? | VDP2 NBG1 16-bit(32,768 colors) Tile(1H x 1V) Plane Size = 2H x 2V Ventana | 60FPS Last levels slowdowns to 20/30 | Yabause: 400@60 800@30 1000@20 @20 = 20.000 @30 = 24.000 @60 = 24.000 Number of polys similar to PSX | YES ? | RAM(L/H) 40/50% VRAM VDP1 (Tex+CLUT+Gouraud) 70% VRAM VDP2 (layers/color) 20/30% | Port PSX Efecto animacion diferente. Transparencia y de wireframe a textura animado. Gourand shanding con iluminacion. Transparencias donde mesh. Items 2D transparentes. Resto muy parecido. FMV a pantalla completa mejor compresion. PSX E 1996-02-01 / SS CD 1997-04-17 | ASSAULT RIBS SATURN CREDITS Senior Producer: Christdphe Gomez Producer David Williams Licensing Director: Ian Grieve Licensing Manager Cassandra Beyer Quality Assurance: Mark Ocononnor, Kevin Reily, Jonathon Wild Special Thanks: Leon Walters. Russell Coburn, Kim Rutledge, Suzanne Mcglynn SATURN CONVERSION (BY PERFECT ENTERTAINMENT) Senior Producer: Colin Fuidge Producers: Tim Larby, Sean Kelly Programming: Ian Abbdtt, Dominic Jackson, John Forshaw, Shane Stevens Graphics: Steve Packer Sound & Video: Paul Wier Quality Assurance: Matt Stamps. Sefton Hill , Alastair Cornish Special Thanks: Tantalus Entertainment | Solo Japón. | |||||||||||||||||||||||||
184 | Desire | Imadio | C's ware | 1997-09-11 | Aventure FMV | Yabause(0.9.15) / SFF(0.10) | FMV Logo / FMV Pre-intro / Intro Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 223 | YES Fade Black Color offset sprite, back and layers screens. Intro FMV Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 31:1 Special Color Calculation 0 | Logo / Preintro Display Resolution = 320 x 224(NTSC) Interlace Mode = Non-Interlace | X | X FMV | yabause signals FMV / 3D Memory 0% Registers 27,7% | X Wave .vid MIDI DSP 40% Memory | X | Lucid Motion / ? .avi | Logo / Pre-Intro Full Screen 16:9 Good frame and intra-frame compression 15BPP possible Audio Mono Intro Full screen 4:3 Good frame and intra-frame compression 15BPP possible Audio Mono | VDP2 Logo / Pre-intro Alternative NBG0 and NBG1 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = 0, y = 0 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 4 Special Color Calculation 0 Intro Alternative NBG0 and NBG1 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = 0, y = 0 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 4 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 31:1 Special Color Calculation 0 | ? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port PSX SS best vesion. More frames. 4MB RAM expansion need. PSX J 1998-12-23 / SS J 1999-08-06 | ||||||||||||||||||||||||||||||||||||
187 | Croc: Legend of the Gobbos | FOX | Argonaut | 1997-09-17 | Platforms 3D | Yabause(0.9.15) / SFF(0.10) | Distorted Sprite x1 = -41, y1 = -59, x2 = -51, y2 = -59 x3 = -51, y3 = -69, x4 = -41, y4 = -69 Texture address = 0001D6C0 Texture width = 48, height = 48 Texture read direction: Reversed horizontal and vertical High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00003000 Color Calc. mode: Replace Distorted Sprite x1 = 158, y1 = 112, x2 = 114, y2 = 112 x3 = 114, y3 = 67, x4 = 158, y4 = 67 Texture address = 000270C0 Texture width = 32, height = 32 Texture read direction: Reversed horizontal and vertical High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 000191E0 Color Calc. mode: Replace | Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window W0 Enabled: Horizontal start = 6 Vertical start = 0 Horizontal end = 352 Vertical end = 235 Display inside of Window Window Overlap Logic: AND Color RAM Offset = 0 Priority 0 = 3 Priority 1 = 0 Priority 2 = 0 Priority 3 = 0 Priority 4 = 0 Priority 5 = 0 Priority 6 = 0 Priority 7 = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 239 | YES Personaje y escenarios Polygon x1 = 46, y1 = 121, x2 = 41, y2 = 119 x3 = 41, y3 = 112, x4 = 41, y4 = 112 Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Non-textured color: 82CB Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0006C578 Distorted Sprite x1 = 50, y1 = 92, x2 = 41, y2 = 97 x3 = 47, y3 = 70, x4 = 53, y4 = 70 Texture address = 0001B580 Texture width = 24, height = 24 Texture read direction: Reversed horizontal and vertical High Speed Shrink Enabled Pre-clipping Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00019120 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0006C478 | YES Round Shadow Distorted Sprite x1 = -37, y1 = 92, x2 = -22, y2 = 111 x3 = -52, y3 = 126, x4 = -65, y4 = 105 Texture address = 0001A3A0 Texture width = 40, height = 40 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00019080 Color Calc. mode: Half-luminance | YES 1 Light Bake(precalculed fixed light) not Color in 3D Game 1 Light Dynamic Source not Color in 3D Menus 1 Light Dynamic Source not Color Menu 3D Logo | YES Sombras con luminancia Distorted Sprite x1 = -37, y1 = 92, x2 = -22, y2 = 111 x3 = -52, y3 = 126, x4 = -65, y4 = 105 Texture address = 0001A3A0 Texture width = 40, height = 40 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00019080 Color Calc. mode: Half-luminance | NO | NO | Menu 3D Game Usa VDP2 para suelos y fondo. Usa VDP2 transparencia en mapa, agua contra fondo y plano UI números (transparencia) UI opaco NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word … Supplementary Palette number = 0 Supplementary Color number = 4 Plane A Address = 0002E000 ... Plane D Address = 0002E000 Screen Scroll x = 0, y = -55 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 6 Special Color Calculation 0 Fondo total XY NBG1 16-bit(32,768 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word … Plane A Address = 0003C000 ... Plane D Address = 0003C000 Screen Scroll x = -194, y = -110 Coordinate Increments x = 2,876405, y = 2,876405 Window W0 Enabled: Horizontal start = 6 Vertical start = 0 Horizontal end = 352 Vertical end = 235 Display inside of Window Window Overlap Logic: AND Color Ram Address Offset = 0 Priority = 1 Special Color Calculation 0 | YES Fade Black Color offset in sprite, back and layers screen 3D Game UI Transparencia NBG2 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word ... Supplementary Color number = 4 Plane A Address = 0003E000 ... Plane D Address = 0003E000 Screen Scroll x = 0, y = -55 Window disabled whole screen Color Ram Address Offset = 0 Priority = 7 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 15:17 Special Color Calculation 0 Water Map RBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 13:19 ... Special Color Calculation 0 | SD Display Resolution = 352 x 240(PAL) Interlace Mode = Non-Interlace | X | X | X 3D DMA On 60% Memory 40% Registers ON | X CD-DA and CD-XA rice2.xa Signals in Yabause DSP 60/30% Memory | X | NO | 30FPS | Yabause: 1.079 @30 = 32.370 Number of polys similar to PSX | NO | RAM (L/H) 65/65% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 70/100% | Simultaneous PSX/PC/SS Gran version. Apenas diferencias. Igual geometria, resto efectos y suavidad. Faltan transparencias en elementos 3D: Sombras, efectos particulas y cataratas. En exterior con luz sol, en PSX dinamica. Algunas texturas parece con mas resolucion en PSX. Sensacion de mas color por ditering y Gouraud multiplicativo. Sonido con eco en cuevas en PSX en SS no. Alguna animacion extra en menus y mejor acabado de UI. FMV en logos. PSX resolucion 512x256x16. -160x-16x16 SS PSX Musica MIDI?, SS CD-ROM. Camara personaje parece mas alejada en PSX. PSX EU 1997-09-15 / SS EU 1997-09-17 (CD Creación 1997-10-15 y mod. 1997-11-13) | Sound Programming Richard Griffiths Saturn Programming Matthew Porter, Saviz Izadpanah Programming Anthony Lloyd, Lewis Gordon Aditional Programming Gavin Ashdown Character Programming Dan Lauter, Paul McAllister | Da la sensación de inacabado como el Tomb Raider. Es decir una gran version que le falta un punto para dejarlo todo perfecto. | |||||||||||||||||||||||||||
189 | WipEout 2097 | Psygnosis | Tantalus / Perfect | 1997-09-17 | Racing 3D | Yabause(0.9.15) / SFF(0.10) | Juego / Menu? 4BPP en su mayoría distorted sprites. Polígonos planos y lineas. Distorted Sprite Texture width = 128, height = 112 Color mode: 4 BPP(16 color LUT) Polygon Color mode: 15 BPP(RGB) Polygon Color mode: 4 BPP(16 color bank) Polyline Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Yes HSS | Sprite Type = 2 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping X2 = 352, y2 = 240 | YES Gourand shanding en ciertas partes nave/escenarios y polígonos planos UI. Distorted Sprite Color mode: 4 BPP(16 color LUT) Color Calc. mode: Gouraud Shading Line Color mode: 4 BPP(16 color bank) Color Calc. mode: Gouraud Shading Polygon Color mode: 4 BPP(16 color bank) Color Calc. mode: Gouraud Shading Yes HSS Efecto metalico trofeos Polygon x1 = 55, y1 = 67, x2 = 48, y2 = 75 x3 = 117, y3 = 149, x4 = 121, y4 = 141 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007C718 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00048CC8 | YES Sombras, particulas, flares, barrera… Sombra Distorted Sprite Texture width = 128, height = 112 Mesh Enabled Color mode: 4 BPP(16 color LUT) Trail Polygon x1 = 55, y1 = 67, x2 = 48, y2 = 75 x3 = 117, y3 = 149, x4 = 121, y4 = 141 High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007C718 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00048CC8 | YES 2 Light Bake(precalculed fixed light) Color Flat/Gouraud | NO ? | YES ? | NO | Fondo: RBG1 Parameter A/B switched parameter window Rotation Window 0 Enabled Horizontal start = 0 Vertical start = 0 Horizontal end = 352 Vertical end = 240 8-bit(256 colors) Tile(1H x 1V) Pattern Name data size = ? UI: NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = ? | YES NBG2 Trans Fundido carga 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Supplementary Color number = 13 Plane A Address = 0006C000 Plane B Address = 0006E000 Plane C Address = 00070000 Plane D Address = 00072000 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 23:9 Color Offset B Enabled PAUSA Back Screen Color Offset B Enabled R = -64, G = -64, B = -64 Color Offset B Enabled R = 0, G = 0, B = 0 Barrera? | SD Display Resolution = 352 x 240(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Signals in Yabause 3D / FMV Registers 22% Memory 55% | X CD-DA Signals in Yabause DSP 60% Memory 0% Registers | X | Cinepack ? PCM ? Bad compressed | Menos de 320x240 8 / 15bit RGB | VDP1 Polygon x1 = 0, y1 = 107, x2 = 352, y2 = 107 x3 = 352, y3 = 239, x4 = 0, y4 = 239 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace VDP2 NBG1 16-bit(32,768 colors) Tile(1H x 1V) Plane Size = 1H x 1V Window / No Scaled | 20FPS | Yabause= 764 Maybe more @20=15.280 Number of polys similar to PSX | YES Tesselation / LOD / Mip Mapping | RAM(L/H) 30/85% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers/color) 85/70% | Port PC/PSX. Practicamente igual. Distancia de dibujo en SS mayor y cantidad poligonos similar. Iluminacion dinamica y uso de gourand. Falta de transparencias total(todo mesh) Solo fundido en el inicio circuito. SS algo mas de resolución. Resolucion: 320x256x16 Falta efecto reverber en tuneles. PSX 1996-09-30 / SS 1997-09-17 1 año después | Tantalus Entertainment Lead Programmer: Paul Seedy System and Additional Programming: Shane Stevens Lead Artist: Alun Bjorksten Additional Artwork: Simon Hart QA Manager: Andrew Bailey Executive Producer: Arthur Kakouris Psynosis: Falta Perfect: Falta | Sistema archivos cd rom como Psygnosis estilo | |||||||||||||||||||||||||
196 | Dead or Alive | Tecmo | Tecmo | 1997-10-09 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | Distorted Sprite 40x15 4 BPP(16 color bank) Distorted Sprite 8x11 8 BPP(128 color bank) | HD Main menu 351x479 3D Game Sprite Type = C VDP1 Framebuffer Data Format = Palette only Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 703, y2 = 479 | NO | YES Sombras, explosiones | NO | NO | NO | HD Main menu: NBG0 4-bit(16 colors)Tile(1H x 1V) Plane Size = 1H x 1V NBG01/2 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V 8-bit(256 colors) NBG03 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V Juego: UI NBG0 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word Fondo NBG1 4-bit(16 colors) Tile(2H x 2V) Plane Size = 2H x 1V Pattern Name data size = 2 words NBG2 4-bit(16 colors) Tile(2H x 2V) Plane Size = 2H x 1V Pattern Name data size = 1 word Suelo RBG1 Using Parameter A Coefficient Table Enabled(Mode 0) 4-bit(16 colors) Tile(2H x 2V) Plane Size = 2H x 2V Pattern Name data size = 1 word | NO | HD Main menu: 352 x 240(PAL) Double-Density Interlace Juego: 704 x 480(PAL) Double-Density Interlace | X | X FMV | X 3D Memory 100% Registers 45,5% Possible DMA on | X CD-DA DSP 90% Memory | X | DUCK / Duck Audio | 304x176/15bits RGB Dithering/20FPS Estereo/22050hz | NBG116-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 40000 Bitmap Palette Address = 0 Screen Scroll x = 0, y = 0 Coordinate Increments x = 1,000000, y = 1,000000 | 60FPS | Yabause: 550 @60 = 33.000 | RAM (L/H) 95/80% VRAM VDP1 (Tex+CLUT+Gouraud) 65% VRAM VDP2 (layers / color) 65 / 65% | Port from Model 2A CRX/2B CRX 1º SS. before en PSX. Parece que menos poligonos en personajes Menos resolucion Gourand, iluminacion dinamica con 2/3luces color y sombras humanas Vertex skining? Transparencias y mas efectos particulas Escenarios mas pequeños SS J 1997-10-09 / PSX J 1998-03-12 | Credits ? | No salio de Japón. PSX: Molaría saber cuantos polys en pantalla VS PSX versión. Salido en EU/USA 1 año después. Otro Arcade, inferior. Mas contenido o rediseñado. Menos texturas en apariencia. 512x480x16 60FPS (color de texturas ??) Gourand shandig ½ luces coloreadas dinamicas. Con Sombras humanas Vertex skining? | |||||||||||||||||||||||||||
207 | Zero Divide: The Final Conflict | Zoom | Zoom | 1997-11-20 | Fighting 3D | uoYabause(0.4.6) / Yabause(0.9.15) solo intro / SFF(0.10) | Normal Sprite x = -4, y = 4 Texture width = 152, height = 120 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace Distorted Sprite Texture width = 8, height = 1 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Gouraud Shading Polyline Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00041F00 Color Calc. mode: Replace | Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 479 | YES 100% Gourand. Distorted Sprite Texture width = 24, height = 12 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Gouraud Shading High Speed Shrink Enabled ? | YES Shadows, Hit effects, Smoke… all Distorted Sprite Texture width = 32, height = 32 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace | YES 1 Light Static Color and Source Gouraud in parts of the fighters And Flat Gouraud all the rest parts character, Screen select planet and scenary elements | NO | NO | Foregorund NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 2V NBG1 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V NBG2 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V UI NBG3 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Floor RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Bitmap(512x256) | YES Fade Black Color Offset | SD Intro logo Display Resolution = 352 x 240(PAL) Interlace Mode = Single-Density Interlace HD menu / 3D Game Display Resolution = 352 x 240(PAL) Interlace Mode = Double-Density Interlace | X | X | X 3D Memory 65% Registers 48% | X CD-DA DSP Memory 50% Registers 0% | X | 60FPS | Yabause: @60 = Number of polys similar to PSX | RAM (L/H) 70/65% VRAM VDP1 (Tex+CLUT+Gouraud) 65% VRAM VDP2 (layers / color) 65/100% | Port PSX Very similar to Zero Divide 2, but mix elements form two previous games. No FMV in SS, like 2 part. No voice comentarys in SS, like 1 part. No transparencias at all. No human shadows. SS 1 more fighters and scenarys. Chrome Shading effect in SS. Less geometry in foreground and Scenary. Use VDP2 effects to compensate. Same Geometry in Fighters. Maybe more Gouraud in Fighters in SS. Maybe more Textures in PSX. Resolution PSX: Intro 640x480x16 Menu / 3D game 512x240x16 PSX J 1 part 1995-08-25 – 2 part 1997-06-27 / SS J 3 part 1997-11-20 | Produced and Directed by: Akira Sato Programmer: Tetsuya Tagawa Support Program: Jun-Ichi Takeda, Yoshinori Nakamura, Hiroumi Onishi Production Design: Masakazu Fukuda All Stage Design and Character Motion Arrangement: Syuji Kitani, Roy Q. Constantino Character Model Design: Takuya Maeda Other Design Support: Mitsue Kumagai, Kaori Sunagawa, (And All Zoom Designers) All Music and Sound Effects: Akihiro Okawa ZULU's Cool Voice Performance: "Dennis", (With Sato'S G-266) SEGA Support Staff: Seiji Hayashi, Kenta Ueno, Yoshiki Ohoka, Utako Okukawa, Hiroaki Sano ZOOM Support Staff: Rieko Ito Booklet Design and D.T.P.: Masato Suzuki Special Thanks: Naoki Aoki (Sega), Sin-Ichi Morihana, Takashi Iwahashi, Narumi & Sayuri Sato, ...And You Extra Special Thanks: Sega Enterprises.Ltd., Sony Music Communications Inc. Copyright (C)Zoom Inc. 1997 | Only Japan. Very soft 60FPS almost sure Yabause does not show anything in menu VDP2 does not screen out Implemented Chromium or metal effect with Gouraud., in planet escenary cleared and in special character damage. | ||||||||||||||||||||||||||||||
210 | Sonic R | SEGA | Traveller's Tales | 1997-11-21 | Racing Character 3D | Yabause(0.9.15) / SFF(0.10) | All Polygon x1 = 64, y1 = 203, x2 = 415, y2 = 203 x3 = 415, y3 = 241, x4 = 64, y4 = 241 Color mode: 8 BPP(256 color bank) Color bank: 00000000 Color Calc. mode: Replace Menu Normal Sprite Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace/Half-transparent Normal Sprite Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00070000 Color Calc. mode: Replace Scaled Sprite Zoom Point: Only two coordinates Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00001800 Color Calc. mode: Replace 3D Game 15BPP Main menu Logo 4 BPP(16 color LUT) High Speed Shrink Enabled ? | Logos Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 255 Menus / 3D Game Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES Menu Distorted Sprite High Speed Shrink Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00016300 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00014168 3D Game Distorted Sprite High Speed Shrink Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0005EA60 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 000555F0 | YES Sombras Distorted Sprite Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007F900 Color Calc. mode: Replace Polvo, Humo… | YES 1 Light Static Source Color Gouraud/Flat Gouraud Color in scenary Source and Color in character models | YES Menu Reflexion R Normal Sprite x = 111, y = 48 Texture address = 00078000 Texture width = 128, height = 128 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace/Half-transparent 3D Game Escudo Scaled Sprite Zoom Point: Center-center xa = 175, ya = 153, xb = 79, yb = 79 Texture address = 0007D8C0 Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0007D8A0 Color Calc. mode: Replace/Half-transparent Estela velocidad: Polygon x1 = 257, y1 = 275, x2 = 258, y2 = 236 x3 = 228, y3 = 364, x4 = 228, y4 = 396 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0005EF78 Color Calc. mode: Gouraud Shading/Gouraud Shading + Half-transparent Gouraud Shading Table = 0007CB90 | YES VDP1+VDP2 | YES Escenary Table Fog and Crystal Circuit Distorted Sprite 4 BPP(16 color bank) Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00001100 Sin gourand | YES CPU render Enviriomental Mapping effects CPU Render to VDP1 Normal Sprite | Menus Background NBG0 mode 16-bit(32,768 colors) Tile(2H x 2V) Plane Size = 1H x 1V Letters NBG3 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V 3D Game - 1 Player Foreground scroll and effect reflex 2D NBG0 mode 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 1V UI whit Map transparency NBG2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Floor infinite whit transpareces(mask pattern) and gradient(animated) RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V | YES Fade Black Color offset Back, Srite and all layers screens Menus/3D Game Sprite Screen Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Condition = Priority <= CC Condition Number Color Calculation Condition Number = 3 Color Calculation Ratio 0 = 27:5 Color Calculation Ratio 1 = 31:1 Color Calculation Ratio 2 = 27:5 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 27:5 Color Calculation Ratio 5 = 31:1 Color Calculation Ratio 6 = 27:5 Color Calculation Ratio 7 = 29:3 NBG3 Priority = 5 Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Ratio = 1:31 3D Game UI whit Map transparency NBG2 4-bit(16 colors) Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Ratio = 19:13 Color Offset A Enabled R = 0, G = 0, B = 0 Special Color Calculation 3 Floor infinite whit zone transparent and degradaded transparent effect in layer RBG0 Using Parameter A Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Ratio = 3:29 Color Offset A Enabled R = 0, G = 0, B = 0 Special Color Calculation 3 | SD Display Menu / 3D Game Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace | X | X 3D Memory 80% unrecognized 20% code Registers 100% | X 3D Memory 80% Registers 56,5% | X CD-DA DSP Memory 90% Registers 0% Qsound? | X | 30FPS | Yabause: 1266max @30 = 37.980 2 player Splitscreen quad: 1374 max @30 = 41.220 Gs 1000 Flat 200 SpSc 100 | YES ? Possible Mip-Maping | RAM(L/H) 70/90% VRAM VDP1 % (Tex+CLUT+Gouraud) 85% VRAM VDP2 layers/color 85/60% | 100% Slave | Exclusive | Programmed by: Jon Burton Polygon Model Design and Implementation: Neil Allen, Dave Burton, James Cunliffe Texture Map Design and Application: Neil Allen, James Cunliffe Character Animations: Dave Burton Model and Animation Data Conversion: Andy Holdroyd Terrain System Programming: John Hodskinson Special Effects Programming: Jon Burton Artificial Intelligence: Stephen Harding, Gary Vine Texture Application Software: Andy Holdroyd Additional Programming: Stephen Harding, Gary Vine, John Hodskinson, Andy Holdroyd Development Director: Jon Burton Special Thanks: Helen Burton and Helen Gavin | Notas: Splitscreen 9-10 meses de desarrollo. VS Motor Toon Grand Prix Pholophony 1-2 years and more and best dev tool. Same programmers. Que pasa si coincide la transparencia del mapa, la de la onda, el fondo niebla y el agua?? Son transparencias de VDP2 Y si se solapan el escudo con estas o la estela? Es transparencia de VDP1. Solo se vera con sprites VDP1. O si la trans VPD2 esta encima. Otros casos: Onda agua VDP1 encima de >> VDP2(RGBO Agua transparente VDP2>VDP2) = OK Mapa UI VDP2 encima de >> VDP1(Sprites) + VDP2(RGBO Agua transparente VDP2>VDP2) = OK Fondo niebla VDP1>VDP2 + VDP2(RGBO Agua transparente VDP2>VDP2) = KO Mapa UI VDP2 encima de >> Fondo niebla VDP1>VDP2 = KO (Mapa tapa niebla, opaco) VDP1 Escudo + cualquier VDP2 = Opaco. Solo trans contra VDP1. La duda que queda, es pq usar el resto de transparencias con mesh? Sombras, humo, disparos malos… VDP2 Fondo niebla, Half-Trans 32 niveles VDP1>VDP2, Escenario en: Suelo VDP2 rotado, partes transparentes Fondo VDP2 con reflejo desde la mitad imitando reflejo/ondas tras transparencia agua del VDP2 rotado hecho por el fondo VDP2 UI transparente en el mapa y elementos UI: texto tiempo | ||||||||||||||||||||||||||
218 | Quake | SEGA | Lobotomy Software | 1997-12-03 | FPS | Yabause(0.9.15) / SFF(0.10) | Polygon x1 = -160, y1 = -15, x2 = 160, y2 = -15 x3 = 160, y3 = 135, x4 = -160, y4 = 135 Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: 0000 Color Calc. mode: Replace Distorted Sprite Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color Calc. mode: Gouraud Shading Letters menu Normal Sprite x = -84, y = -41 Texture width = 72, height = 23 Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace | Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 255 User Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 Use a lot User Clipping 30 | YES Gourand shanding en todo el escenario. Distorted Sprite x1 = 88, y1 = -79, x2 = 126, y2 = -96 x3 = 131, y3 = -61, x4 = 91, y4 = -48 Texture address = 0002C760 Texture width = 64, height = 64 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 0002C740 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0001A980 | ? | YES 3 or + Lights Dynamic Color and Source Gouraud/Flat Gouraud en escenarios. And Flat in items and characters | YES Menus Sombras letras Normal Sprite x = -43, y = -29 Texture address = 00022C60 Texture width = 8, height = 8 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00018160 Color Calc. mode: Cannot overwrite/Shadow Background Main menu Polygon x1 = -160, y1 = -128, x2 = 160, y2 = -128 x3 = 160, y3 = 128, x4 = -160, y4 = 128 Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: 8465 Color Calc. mode: Replace/Half-transparent | YES VDP1 Gouraud distance ink base texture whit black | NO | Main menu / 3D Game: Gun / hand NBG0 mode 8-bit(256 colors) Bitmap(512x512) Sky 2 layers RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 4-bit(16 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 1 word Plane A Address = 00029800 ... Plane P Address = 00029800 | YES Fade Black Color Offset General and all layers 3D Game Color ink Damage Color offset sprite, back and layers screens Gun / hand NBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 31:1 ← Invisibility Sky 2 layers RBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 0:32 | SD Display Resolution = 320 x 256(PAL) Interlace Mode = Non-Interlace | X | X | X 3D Not use all time SCU 80/90% Total Time Memory 50% Registers 43% | X CD-DA DSP Memoria 30% | Signals in Yabause 80% Registers ON 50% Memory SSF OFF | 10/30FPS 10 FPS min / 30 max / 25 media | Yabause: 822 @15 = 12.330 @30 = 24.660 Polys max when slowdown frames? 800 Max | YES Possible Mip Mapping and LOD / Teselattion | RAM (L/H) 80/55% VRAM VDP1 (Tex+CLUT+Gouraud) 65% VRAM VDP2 (layers / color) 65/65% | Exclusive Port PC Released: 1997-11 and almost at the same time the DN3D 1997-10. And the Exhumed is from 1996-10. In a year they made two mega conversions. And that without knowing when they started exactly. Tree main programmers. | Lobotomy Credits Executive Producers Paul Lange, Brian McNeely Project Manager Mark Coates Game Re-Design Mark Coates, Paul Knutzen Level Design Paul Knutzen Programming Lead Paul Haugerud Programming Team Paul Haugerud, Paul Schreiber, Ezra Dreisbach 2D/3D Artists Kevin Chung, Eric Klokstad 3D Engine Ezra Dreisbach Sound Effects Editing Scott Branston Development Tools David P. Lawson (BREW), Paul Schreiber (PeepShow), John Yuill (YuillSoftener) Quality Assurance Tom Kristensen Additional Programming Patrick Schreiber, John Yuill Additional Art John Van Deusen Additional Level Re-Design Eric Klokstad, Mark Coates, Kevin Chung, Scott Branston | |||||||||||||||||||||||||||||
219 | Virtual Kyoutei 2 (Virtual Kyōtei 2) | Nihon Bussan | Nihon Bussan | 1997-12-04 | Jet ski | Yabause(0.9.15) / Yaba Sanshiro(1.1.2) / SFF(0.10) | YES ? Motos y escenarios Gourand | ? | ? Efectos agua Transparencia VDP1 contra VDP2 Color mode: ? | Fondo Agua VDP2 plano rotado RBG0 | YES Fade Black Color offset sprite, back and layers screens ? | X | X | X 3D Memory ? Registers ? | X CD-XA | X | ? | 30FPS very smooth | Yabause: @30 = @60 = Very good generation, not popping | YES ? | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive First and Second part exclusive in SS. Next parts in PSX only: First PSX -> Virtual Kyotei '98 , 99 , 00, 01 Release SS J CD info 1997-10-07 PSX First 02-07-1998 | |||||||||||||||||||||||||||||||||||
221 | Shining Force III Scenario 1 / 2 / 3 / Premium | SEGA | Sonic! Software Planning / Camelot Software Planning | 1997-12-11 | RPG | Yabause(0.9.15) / SFF(0.10) | Menus Distorted Sprite Texture width = 320, height = 224 Texture read direction: Normal Pre-clipping Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace Distorted Sprite Texture width = 16, height = 14 Texture read direction: Normal End Code Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00014FE0 Color Calc. mode: Replace Scaled Sprite Zoom Point: Center-center Texture width = 16, height = 16 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00030000 Color Calc. mode: Replace Polygon Pre-clipping Enabled Color mode: 8 BPP(256 color bank) Color bank: 00010038 Color Calc. mode: Replace 3D Game Distorted Sprite x1 = -130, y1 = -126, x2 = -142, y2 = -126 x3 = -148, y3 = -141, x4 = -136, y4 = -141 Texture address = 00015200 Texture width = 32, height = 48 Texture read direction: Reversed vertical High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | FMV / Menus / 3D Game Sprite Type = 4 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 319, y2 = 239 | YES Map intro and 3D Batlte Distorted Sprite x1 = 43, y1 = -112, x2 = 42, y2 = -114 x3 = 33, y3 = -115, x4 = 34, y4 = -120 Texture address = 0001D200 Texture width = 16, height = 16 Texture read direction: Reversed vertical High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading Gouraud Shading Table = 000423C8 3D Batlte Polygon x1 = -84, y1 = -1, x2 = -85, y2 = 2 x3 = -91, y3 = 2, x4 = -91, y4 = -1 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 0005CA28 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007DAF0 | YES Fades magias Xx Fade muertes Polygon x1 = -92, y1 = 46, x2 = -83, y2 = 47 x3 = -83, y3 = 45, x4 = -91, y4 = 42 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00046360 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007E930 | YES 3 or + Lights Dynamic Color and Source Gouraud/Flat | YES Intro Water fountain Distorted Sprite x1 = 174, y1 = -93, x2 = 158, y2 = -94 x3 = 157, y3 = -91, x4 = 179, y4 = -91 Texture address = 00017E00 Texture width = 24, height = 24 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Gouraud Shading/Gouraud Shading + Half-transparent Gouraud Shading Table = 0007FFD8 | YES 3D Battle Sombra de personajes transparentes en combate 3D. Distorted Sprite x1 = -34, y1 = 48, x2 = -94, y2 = 58 x3 = -145, y3 = 47, x4 = -86, y4 = 39 Texture address = 00065000 Texture width = 80, height = 80 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 End Code Enabled Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00006000 Color Calc. mode: Replace Estela golpe Polygon x1 = -27, y1 = 18, x2 = -30, y2 = 20 x3 = -31, y3 = 25, x4 = -30, y4 = 24 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color bank) Color bank: 00058928 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0007E0E8 Particle SCU render Distorted Sprite Texture address = 0006EB00 Texture width = 64, height = 62 Texture read direction: Reversed horizontal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00020800 Color Calc. mode: Replace 3D Map ? | YES SCU render to VDP1 Gradient “procedural” texture effects Magic particles and halos Particle Flames / Heal / Halo-Flare Distorted Sprite Texture address = 0006EB00 Texture width = 64, height = 62 Texture read direction: Reversed horizontal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color bank: 00020800 Color Calc. mode: Replace Possible Ring selection “procedural” texture(maybe animated) in Map Battle Distorted Sprite Texture address = 00058D00 Texture width = 8, height = 16 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace Waterfall in Map 3D Where?? | Menu Xx 3D Map Iglesia Reflejo VDP1 elementos como reflejo + RBG0 rotado para techo reflejado Posbile Escena salón del rey, suelo espejo RBG0 transparente con elementos VDP1 debajo. O Elementos VDP1 contra suelo RBG0, bajo objetos reales. | YES Fade Black VDP2 Color Offset A Enabled in sprite, back and layers screen VDP1 Scaled Sprite Zoom Point: Upper-left xa = -160, ya = -120, xb = 319, yb = 239 Texture address = 0000BCF0 Texture width = 8, height = 1 Texture read direction: Normal End Code Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace FMV / Menus Sprite screen Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Condition = Priority >= CC Condition Number Color Calculation Condition Number = 0 Color Calculation Ratio 0 = 31:1 ... Color Calculation Ratio 7 = 31:1 Priority 0 = 2 / 2 Priority 1 = 4 / 4 Priority 2 = 3 / 1 Priority 3 = 3 / 2 Priority 4 = 0 ... Priority 7 = 0 Windows text NBG1 Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Ratio = 23:9 NBG 2 / 3 Special Color Calculation 3 RBG0 Color Calculation Enabled Extended Color Calculation Enabled Color Calculation Ratio = 31:1 Special Color Calculation 3 | FMV / Menus / 3D Game Display Resolution = 320 x 240(NTSC) Interlace Mode = Non-Interlace | X | X 3D / FMV | X 3D 3D Battle Map 39,2% Registers 100% Memory Yabause signals FMV 21,7% Registers 0% Memory | X MIDI DSP 55% Memory 0% Registers | X | Cinepack / PCM | 24 bit color RGB Resolución: 320 x 224 Tasa de bits: 0 kbps Imágenes por segundo: 600.000 Tasa de bits: 352 kbps Tasa: 22050 Hz Canales: 2 | VDP2 NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = 0, y = -8 Coordinate Increments x = 1,000000, y = 1,000000 Window W1 Enabled: Horizontal start = 0 Vertical start = 8 Horizontal end = 319 Vertical end = 231 | 3D Map 20/30FPS 3D Battle 30FPS | 3D Map Yabause: 500 @30 = 15.000 3D Battle Yabause: 600 @30 = 18.000 | RAM (L/H) 95/95% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 75/65% | Exclusive | Ventanas dialogo Opaco (Si Transparente) VDP2 sobre “nubes toda la pantalla” Transparente ambos por VDP2 — Limitación 1 capa VDP2 Magic Effect 1: Suelo Símbolo 2D mágico Gira Transparente? >> VDP2 Rotación → VDP2 fondo Fondo Aura 2D Transparente VDP1 → VDP2 Onda vital 3D VDP1 → VDP2 fondo Entre el 2 y el 3 No Transparencia Magic Effect 2: Fondo VDP2 Normal Suelo VDP2 Rotación Personajes 3D VDP1 UI VDP2 Encima Magia dios 3d: Suelo transparente VDP2→ VDP1 Personajes 3D → Transición 3D → VDP1 Mesh trans | |||||||||||||||||||||||||||
226 | FIFA 98 | EA | Climax | 1997-12-17 | Football | Yabause(0.9.15) / uoYabause / SSF(0.10) /mednafen(0.9,42) / consola | Menu 3D Game Players Distorted Sprite x1 = 91, y1 = -61, x2 = 90, y2 = -72 x3 = 92, y3 = -72, x4 = 93, y4 = -62 Texture address = 000431E0 Texture width = 48, height = 6 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 00042FE0 Color Calc. mode: Replace High Speed Shrink Enabled ? | HD menus Sprite Type = C VDP1 Framebuffer Data Format = Palette only Transparent Shadow Enabled User Clipping x1 = 0, y1 = 0, x2 = 703, y2 = 255 SD Juego Sprite Type = 4 VDP1 Framebuffer Data Format = RGB and palette Transparent Shadow Enabled Sprite Window Enabled Window disabled whole screen User Clipping x1 = 4, y1 = 2, x2 = 347, y2 = 251 FMV Sprite Type = C VDP1 Framebuffer Data Format = Palette only Transparent Shadow Enabled Window disabled whole screen | YES Gradas Distorted Sprite x1 = 371, y1 = -445, x2 = 362, y2 = -384 x3 = 401, y3 = -390, x4 = 412, y4 = -458 Texture address = 0005D760 Texture width = 16, height = 25 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 0005D100 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00014E88 High Speed Shrink Enabled ? | YES HD Menus Cuadros UI Polygon x1 = 53, y1 = 112, x2 = 86, y2 = 112 x3 = 86, y3 = 123, x4 = 53, y4 = 123 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Color mode: 8 BPP(256 color bank) Color bank: 00000028 Color Calc. mode: Replace | YES 1 Light Static Baked Flat in Gradas | YES Juego 3D UI / Pausa Scaled Sprites no artefacts Polygon x1 = 147, y1 = -82, x2 = 147, y2 = -64 x3 = 28, y3 = -64, x4 = 28, y4 = -82 Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 8 BPP(256 color bank) Color bank: 0004B6F0 Color Calc. mode: Replace/Half-transparent Cristales Indoor en distorted sprites con artefacts and solwdows primer plano ocupando todo area pantalla y mas elementos HT y distorted detras. Baja hasta la mitad o tres veces los FPS. Distorted Sprite Texture width = 8, height = 8 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 0005D360 Color Calc. mode: Gouraud Shading/Gouraud Shading + Half-transparent Gouraud Shading Table = 00015448 Note: Cristales lejos solo Gouraud. Cuanto mas cerca pasa a Gouraud Shading/Gouraud Shading + Half-transparent | YES Sombras cuadriples transparentes Distorted Sprite x1 = -3, y1 = 68, x2 = -3, y2 = 68 x3 = 59, y3 = 88, x4 = 42, y4 = 96 Texture address = 0001CBC0 Texture width = 32, height = 18 Texture read direction: Reversed vertical Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 End Code Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0001CB80 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00014CE0 Lineas campo Distorted Sprite x1 = -643, y1 = -131, x2 = -1023, y2 = 4 x3 = -1023, y3 = 6, x4 = -643, y4 = -129 Texture address = 0001D1C0 Texture width = 8, height = 3 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 15 BPP(RGB) Color Calc. mode: Replace *Las CC H-T VDP1 no ven estas ? | Menu ? NBG0 mode 16-bit(32,768 colors) Bitmap(1024x512) 3D Game Letras NBG0 mode 8-bit(256 colors) Bitmap(512x256) Priority = 6 Fondo NBG1 8-bit(256 colors) Bitmap(512x512) Priority = 0 Suelo RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 4-bit(16 colors) Tile(2H x 2V) Plane Size = 2H x 2V Priority = 1 Pattern Name data size = ? | YES Color offset Fade Black in Layers, Sprite and Back Screens Polygon x1 = 0, y1 = 0, x2 = 351, y2 = 0 x3 = 351, y3 = 255, x4 = 0, y4 = 255 Pre-clipping Enabled Color mode: 15 BPP(RGB) Non-textured color: 0000 Color Calc. mode: Replace 3D Game Sprite Screen Color Calculation Enabled Color Calculation Condition = Priority == CC Condition Number Color Calculation Condition Number = 1 Color Calculation Ratio 0 = 27:5 Color Calculation Ratio 1 = 26:6 Color Calculation Ratio 2 = 25:7 Color Calculation Ratio 3 = 24:8 Color Calculation Ratio 4 = 31:1 Color Calculation Ratio 5 = 30:2 Color Calculation Ratio 6 = 29:3 Color Calculation Ratio 7 = 28:4 Priority 0 = 2 Priority 1 = 1 Priority 2 = 7 … Priority 7 = 7 Back Screen Stuff ----------------- Mode = Color per line Address = 05E1FBFA | HD menus Display Resolution = 704 x 256(PAL) Interlace Mode = Non-Interlace SD Juego Display Resolution = 352 x 256(PAL) Interlace Mode = Non-Interlace FMV Display Resolution = 352 x 256(PAL) Interlace Mode = Non-Interlace | X | X | X 3D 70% Memory 34,8% Registers X FMV 70% Memory 39,13% Registers Possible for decode EA ADPCM | X Possible EA XA .str Use a lot of channels DSP 0% Memory | X | .uv EA MPEG Like propietary | 320x240 aprox parece mpeg1, suave, minimo 15FPS, color bueno minimo 24bit, ventana, no escalado Stereo PSX 320x240 15FPS 16bit / 33000hz / Estereo | VDP2 NBG0 mode 32-bit(16.7 mil colors) Tile(2H x 2V) Plane Size = 1H x 1V No zoom NGB0 Little border, not full screen | 30FPS | Yabause: @30 = @60 = Number of polys similar to PSX | YES Players | RAM (L/H) 65/70% VRAM VDP1 (Tex+CLUT+Gouraud) 95% VRAM VDP2 (layers / color) 55/70% | Port PSX Original dev. EA Canada. Faltan muchas características de PSX: Efecto sol, partículas lluvia y nieve, niebla? Campo charcos o nieve… Escala jugadores y/o FOV camara diferente al de PSX Menus mejor acabados FMV: pantalla completa… algo mas de frames. MPEG en los dos casos. Efectos climatologicos vistos en otros juegos de SS como SWWS: Niebla suelo, efectos climáticos… Era posible Dolby sorround? En la caja pone que si… en los créditos no. PSX PAL: 1997-11-28 / SS EU: 1997-12-17 CD 1997-11-28 | Port Climax: President-Climax: Karl jeffery Producer: Scoot Sanders Lead Programmer: ZZKJ Senior Programmers: Damian Stones, Damian Hammond, Tom Pinnock Additional Programming: Richard Beavan Lead Artist: Agust Fridriksson Graphics: Mike Oakley Audio conversion: Matt Simmonds Tester: George Buggins | Velocidad aceptable. Decisiones uso transparencias, aceptable. Buen criterio. Lo que hay comun con PSX, aceptable. Pasos atrás no comprensibles: FMV, escala jugadores Climax ¿que otros juegos? Cybersled de Namco, cancelado Creditos comunes versiones: EAC Team Executive producer: Bruce MacMillan Product development Director: Warren Wall Productor: Marc Aubanel Help productor: David McCarthy Development Director: Dylan Miklashek Original 32 bit version by: Electronic Arts Seattle Programming Architect: Penny Lee | ||||||||||||||||||||||||||
228 | Grandia | Game Arts/ESP | Game Arts | 1997-12-18 | RPG | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | YES 1 Light Static Baked Flat ? In Map In Battle ? | YES | YES | YES | YES | X | X 3D | X 3D / FMV Memory ? Registers ? | X ADX MIDI ? DSP ?% Memory | X | MPEG like by Game Arts | VDP1 VDP2 | 30/60FPS? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | 100% Slave | SS first port before a PSX ? Releases PSX J 1999-06-24 / SS J 1997-12-18 | PSX port DirectorHidenobu Takahashi Executive DirectorsToshiaki Hontani, Takeshi Miyaji System DesignerHiroyuki Koyama Main ProgrammerKazuto Kawahira Battle ProgrammerDai Okada Original Main ProgrammerKazuyuki Ohata Game Scenario WriterTakahiro Hasebe Character DesignersTakuhito Kusanagi, Hiroaki Oue World DesignersOsamu Kobayashi, Koichi Noda AnimatorSadami Morikawa ComposerNoriyuki Iwadare Graphic ArtistsMasahiko Ikeya, Kōji Katō , Kentaro Yokokawa Character IllustratorToshiaki Hontani MusicYutaka Iraha, Ari Kamijō MovieSatoshi Yoshida Production ManagerKōtarō Hayashida Executive ProducerYōichi Miyaji | |||||||||||||||||||||||||||||||||
230 | Courier Crisis | GT Interactive | New Level Software | 1997-12-20 | Bikes 3D | UoYabause(1.5.5) / SFF(0.10) | Polygon Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00058C58 Color Calc. mode: Replace Distorted Sprite Texture address = 0003A320 Texture width = 32, height = 32 Texture read direction: Reversed horizontal High Speed Shrink Enabled Pre-clipping Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0003A620 Color Calc. mode: Replace Distorted Sprite Texture address = 00061F20 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 8 BPP(64 color bank) Color bank: 00001600 Color Calc. mode: Replace Distorted Sprite Texture address = 0003CB20 Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 0007FF00 Color Calc. mode: Replace Line Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 000400F8 Color Calc. mode: Replace | FMV System Clipping x1 = 0, y1 = 0, x2 = 320, y2 = 224 Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 Menu/3d Game Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Transparent Shadow Enabled Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 3D Game No clipping system | YES Some part scenary Distorted Sprite x1 = 22, y1 = -107, x2 = 21, y2 = -68 x3 = -12, y3 = -68, x4 = -13, y4 = -108 Texture address = 0004DF20 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0004E2A0 Color Calc. mode: Gouraud Shading + Half-luminance Gouraud Shading Table = 0000CEB8 | YES Sombra bicycle Distorted Sprite x1 = -13, y1 = 36, x2 = -15, y2 = 48 x3 = 14, y3 = 48, x4 = 12, y4 = 36 Texture address = 0001F720 Texture width = 32, height = 32 Texture read direction: Normal Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0001F920 Color Calc. mode: Replace Sombra coches Polygon x1 = -12, y1 = -30, x2 = -43, y2 = -30 x3 = -32, y3 = -42, x4 = -9, y4 = -42 Pre-clipping Enabled Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00046318 Color Calc. mode: Replace | NO | YES VDP1 Horizon White inked texture + Color Calc. mode: Gouraud Shading + Half-luminance | YES Menu Window BG Polygon x1 = -176, y1 = 81, x2 = 176, y2 = 81 x3 = 176, y3 = 80, x4 = -176, y4 = 80 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00054A50 Color Calc. mode: Replace | Menu 3D Game NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word NBG2 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word | Fade in out Black Color Offset B Screen layer and Sprite Polygon x1 = -176, y1 = -63, x2 = 176, y2 = -63 x3 = 176, y3 = 80, x4 = -176, y4 = 80 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace | FMV Display Resolution = 320 x 224(NTSC) Interlace Mode = Non-Interlace Menu / 3D Game Display Resolution = 352 x 256(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Yabause signals FMV / 3D Memory 23% Registers 26% | X DSP Memory 35% | X | DUCK / PCM | 15bits RGB Resolución: 320 x 240 VLC 208x240 Relación de aspecto: 0.8667 Formato: DUCK Tasa de bits: 1734 kbps Imágenes por segundo: 15.000 Códec seleccionado: ffduck Pistas de vídeo Pista 0 ID: 0 Pista de audio inicial Formato: 1 Tasa de bits: 176 kbps Tasa: 22050 Hz Canales: 1 Códec seleccionado: pcm | VDP1 Distorted Sprite x1 = 0, y1 = -8, x2 = 322, y2 = -8 x3 = 322, y3 = 231, x4 = 0, y4 = 231 Texture address = 0005B700 Texture width = 312, height = 240 Texture read direction: Normal Pre-clipping Enabled Color mode: 15 BPP(RGB) Color Calc. mode: Replace | Menus 60FPS 3D game 30/40/60FPS 30FPS mayoria del tiempo Consola real parece igual de irregular y con caidas incluso mas bajas. 20FPS posible | Yabause: @30 = @60 = Number of polys similar to PSX | YES Tesselation/LOD y MipMap | RAM (L/H) 80/90% VRAM VDP1 (Tex+CLUT+Gouraud) 95% VRAM VDP2 (layers / color) 50/100% | Simultaneous PSX/SS Versiones identicas, salvo las tipicas diferencias: Alguna menos transparencia, FMV codec diferentes. Parece que PSX no tiene Depth Cueing? PSX Mejor View Frustrum y Backface culling. SS más distacncia de dibujo PSX U 1997-11-30 / SS 1997-12-20 | ||||||||||||||||||||||||||||
232 | NHL 98 | EA | EA Canada | 1998-01-15 | Hockey | SSF(0.10)/mednafen(0.9,42)/consola/videos | Cristales solo lineas no mesh. | YES ? Duda de si usa gourand, casi seguro que no. | ? | YES ? | Sombras jugadores x4. VDP1>VDP2 Color mode: ? Sombra pastilla transparente. VDP1>VDP2? Color mode: ? | Menu | X | X | X 3D / FMV Memory ? Registers ? | .uv MPEG-like codecs used by EA | Muy buena calidad de color y FPS. | VDP2? No aprovecha escalado, para ventana completa. | 20FPS o menos. | Yabause: @30 = @60 = Number of polys similar to PSX | YES ? | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port PSX EA Canada.? No arbitro. No bocinas / sirenas fondo, o puertas acceso estadio / gradas. No marcador techo, ni estructura estadio. No señales suelo patines. No viseras. Sombras con movimientos Menos detalles pista hielo textura, sombras barreras. PSX 1997-10-03 / SS 1998-01-15 CD 1997/12/15 | Credits ? | Motor peor que el del NHL 97 No usa Transparencia VDP2 en UI. Negro opaco. Parecido al caso NBA action 98 No va bien en yabause 0.9.15 no lanza el engine 3d… menús y va mal Probar uoyabause y SSF. | ||||||||||||||||||||||||||||||||
235 | Chill | Silicon Dreams | 1998-01-16 | Skateboard | Yabause(0.9.15) / SFF(0.10) | Gran uso de texturas y paletas | 640 x 240 ? progresivo. Modo renderizado motor 3D | YES Gourand Shandig nieve, polígono plano. Muñeco con Gourand. Y parece que skining o no se ven uniones entre miembros | YES ? Polvo nieve mesh polígono plano sin gourand shading… perfectamente VDP1 trans multi no? | ? | YES ? Sombra trans polígono plano VDP1 | YES ? | 3D Game | X | X | X 3D Memory ? Registers ? | .avs parece propietario | ? | VDP1 320x240. Polígono 15BPP. 256 color 8bits. Video FMV full screen all, | 30/60FPS? | Yabause: @30 = @60 = High Poly count | YES ? | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | (Unreleased EU) Exclusive Muy suave. | |||||||||||||||||||||||||||||||||
239 | Stellar Assault SS | SIMS | Sega / SIMS | 1998-02-26 | 3D Shoot-'em-Up | uoYabause(0.4.6)/Yabause(0.9.15) / SFF(0.10) | YES Ships, parts broken, missiles, text | YES Fire traces, explosions, UI | YES 3 or + Light Dynamic Source Color Flat/Gouraud | NO | YES VDP1 Gouraud Depth Cueing | NO | YES Ink hit or damage Color Offset or LCS | X | X FMV | X 3D Memory ? Registers ? | X .aif 3D Sound Driver: Ver-2.2.0 <<SEGASATURN>> Fri Jul 11 1997 14:49 | X | Cinepack / PCM | 24bits RGB Resolution: 320 x 160 FPS: 600.000 Bit rate: 705 kbps Rate: 22050 Hz Channels: 2 | 30/60FPS? | Yabause: @30 = @60 = | YES LOD in models | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) % VRAM VDP2 (layers / color) % | Exclusive | Solo Japón. Muy suave 60FPS casi seguro | |||||||||||||||||||||||||||||||
241 | Burning Rangers | SEGA | Sonic Team | 1998-02-26 | Platforms / Action 3D | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | Menu Letters Scaled Sprite Zoom Point: Only two coordinates Color mode: 4 BPP(16 color LUT) Color lookup table: 00013200 Color Calc. mode: Replace Distorted Sprite Texture width = 104, height = 72 Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00011F00 Color Calc. mode: Replace 3D Game all opaque Posible Poligono para fade Polygon x1 = -89, y1 = -56, x2 = 88, y2 = -56 x3 = 89, y3 = 56, x4 = -88, y4 = 56 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040000 Color Calc. mode: Replace Distorted Sprites 4 BPP(16 color LUT) Polygon plano 15 BPP(RGB) Texto Scaled Sprite Zoom Point: Only two coordinates Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace Donde ?? Scaled Sprite 8 BPP(256 color bank) Max: 64x64 3D Game transparency Zonas negras composicion: Polygon High Speed Shrink Enabled Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color Calc. mode: Replace Or Polygon Color mode: 15 BPP(RGB) Non-textured color: 8000 Color Calc. mode: Replace | HD Menus Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 SD 3D Game Render all opaque Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 Local Coordinates x = 176, y = 112 SD 3D Game Render Transparency Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 System Clipping x1 = 0, y1 = 0, x2 = 176, y2 = 112 Local Coordinates x = 88, y = 56 | YES Menu Logo letters Distorted Sprite Texture width = 8, height = 16 High Speed Shrink Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Gouraud Shading Polygon Color mode: 4 BPP(16 color bank) Color bank: 0006D6B0 Color Calc. mode: Gouraud Shading Game 3D Characters/Escenary Distorted Sprite x1 = -141, y1 = -43, x2 = -140, y2 = -17 x3 = -153, y3 = -17, x4 = -154, y4 = -43 Texture address = 0006E680 Texture width = 64, height = 24 Texture read direction: Reversed vertical High Speed Shrink Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00015700 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00010278 Characters Polygon x1 = 4, y1 = -21, x2 = 3, y2 = -19 x3 = 1, y3 = -18, x4 = 3, y4 = -20 Color mode: 15 BPP(RGB) Non-textured color: 8078 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0000CE30 Graphic line radar Line x1 = 95, y1 = -54, x2 = 91, y2 = -54 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040BF8 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0000FFC0 | YES Game 3D Sombras redondas Distorted Sprite x1 = -19, y1 = 58, x2 = -27, y2 = 68 x3 = 7, y3 = 70, x4 = 11, y4 = 59 Texture address = 00018000 Texture width = 16, height = 16 Texture read direction: Normal High Speed Shrink Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00012000 Color Calc. mode: Replace Humo Scaled Sprite Zoom Point: Only two coordinates xa = -130, ya = -22, xc = -99, yc = 9 Texture address = 0003D820 Texture width = 40, height = 40 High Speed Shrink Enabled Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00014C80 Color Calc. mode: Replace Caso Teletransporte: Polygon x1 = 54, y1 = 49, x2 = 57, y2 = 37 x3 = 65, y3 = -33, x4 = 63, y4 = -25 Mesh Enabled Color mode: 15 BPP(RGB) Non-textured color: DEF7 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0000DF28 | YES 3 or + Light Dynamic Source Color Flat/ Gouraud | YES Fondo tutorial: Scaled Sprite 4 BPP(16 color LUT) Replace/Half-transparency Fondo Barra energia disparo/enemigos y radar grafica: Polygon 4 BPP(16 color bank) Gouraud Shading+Half-transparent | YES Special Transparency Function Sonic Team BR Engine Flares/bottons/propulsor/fuego Scaled Sprite Zoom Point: Only two coordinates Texture width = 48, height = 57 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace Humo salto Distorted Sprite Texture width = 32, height = 32 High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color Calc. mode: Replace Disparos: Distorted Sprite * 4 BPP(16 color LUT) Replace No Gouraud (more forward?) | Menus HD: Nbg0/8bit Nbg1/8bit NBG2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 2H x 1V Game 3D SD: Foregorund NBG0 mode 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V Pattern Name data size = 1 word Layer transparency trick NBG1 16-bit(32,768 colors) Bitmap(512x256) Bitmap Address = 60000 Bitmap Palette Address = 0 Screen Scroll x = 0, y = 0 Coordinate Increments x = 2,000000, y = 2,000000 … Color Ram Address Offset = 0 Letters NBG 2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word | YES Fade Black Color Offset in Back, Sprite and Layers screens VDP1 Polygon x1 = -176, y1 = 67, x2 = 175, y2 = 67 x3 = 175, y3 = 111, x4 = -176, y4 = 111 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Menus HD: NBG0 Priority = 2 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 15:17 NBG1 Priority = 4 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 15:17 Game 3D SD: Foregorund Nbg0: Priority = 1 Special Color Calculation 0 Layer transparency trick Nbg1: Priority = 6 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 15:17 Special Color Calculation 0 Letters Nbg2: Priority = 7 Special Color Calculation 0 | HD Menu Display Resolution = 704 x 224(NTSC) Interlace Mode = Double-Density Interlace SD 3D Game Display Resolution = 352 x 224(NTSC) Interlace Mode = Non-Interlace | X | X 3D / FMV | Signals in Yabause 3D / FMV Code memory 70% Register ON 13% En SSF OFF | X CD-XA DSP Echo? Reverb? ADX Audio .acx Multistream ADX Signals in Yabause DSP 60/95% Memory 0% Registers | X | Cinepack / ADX | 296x216 / 24bits RGB / 6000? Stereo / 44100hz / 16bits | VDP2 Full Screen NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x256) Bitmap Address = 40000 Bitmap Palette Address = 0 Screen Scroll x = -484, y = 0 Coordinate Increments x = 1,000000, y = 1,000000 Line Scroll Vertical enabled Line Scroll Horizontal enabled Line Scroll Enabled Line Scroll Table Address = 05E3F800 Line Scroll Interval = Each Line Vertical Cell Scroll enabled Vertical Cell Scroll Table Address = 05E3F700 Window W0 Enabled: Horizontal start = 28 Vertical start = 12 Horizontal end = 323 Vertical end = 227 Display inside of Window Window Overlap Logic: OR Color Ram Address Offset = 0 Priority = 7 Color Offset A Enabled R = 0, G = 0, B = 0 Special Color Calculation 0 Sprite Type = 0 VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 0 Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace | 20FPS (Posible que vaya a la mitad de Frames por truco de transparencia 30/40FPS reales) | Yabause: 1200 aprox Calculos: 200/855 elementos opacos + 100/150 elementos transparentes + 50/150 Negros para composicion @15 = 15.000 @20 = 20.000 | RAM(L/H) 70/80% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 layers/color 60/100% | 60% Slave | Exclusive | Executive Producer: Hayao Nakayama Project Manager: Youji Ishii Producer: Yuji Naka Director: Naoto Ohshima Game Designer: Takao Miyoshi, Yasuhiko Nagamichi, Norihito Kato, Shintaro Hata Programmer: Takuya Matsumoto, Akio Setsumasa, Yasuhiro Watanabe, Yoshitaka Kawabata, Nobuaki Yamazaki Burning-Ship Stage Programmers: Masahiro Wakayama, Takeshi Sakakibara Graphic Artist: Naoto Ohshima, Tomonori Dobashi, Shinichi Higashi, Yoshinari Amaike, Takehiko Miura Scene Artist: Hideaki Moriya, Tohru Watanuki, Satoshi Okano, Kensuke Kita, Kosei Kitamura, Mitsutoshi Matuzaki Character Designer: Naoto Ohshima Burning-Ship Stage Artists: Michikazu Tamamura, Makiko Banju, Akira Mikame Visual Material Editors: Yuji Sawairi, Ikuo Ishizaka Sound Producer: Yukifumi Makino Sound Director: Naofumi Hataya Composers: Naofumi Hataya, Fumie Kumatani, Masaru Setsumaru Sound Effects: Masaru Setsumaru Sound Programmer: Yoshiaki Kashima | VDP1>VDP 2 Trans: Objetos sencillos? Luz ventanas Suelo cristal Cataratas agua Problemas del truco: Pensaba que ponia todos los elementos en pantalla en negro. Pero no, parece que solo pone una parte. Hay datos de geometria para el culling de las transparencias?? O como decide que elementos pasan a negro y cuales no. Y pq hay unos distorted y otros poligonos con diferente color? …. Jugar con trucos niveles y ver más cosas… | ||||||||||||||||||||||||||
250 | Gungriffon II | Game Arts/ESP | Game Arts | 1998-04-23 | 3D Robot Shooting | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | 3D Game Distorted Sprite x1 = 205, y1 = 143, x2 = 209, y2 = 144 x3 = 209, y3 = 146, x4 = 204, y4 = 145 Texture address = 0005D1C0 Texture width = 24, height = 16 Texture read direction: Reversed horizontal High Speed Shrink Enabled Pre-clipping Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00012A40 Color Calc. mode: Replace Line x1 = 163, y1 = 70, x2 = 163, y2 = 102 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000018 Color Calc. mode: Replace Polyline x1 = 163, y1 = 102, x2 = 163, y2 = 102 x3 = 173, y3 = 94, x4 = 153, y4 = 94 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000018 Color Calc. mode: Replace Normal Sprite x = 160, y = 99 Texture address = 0001A740 Texture width = 16, height = 32 Texture read direction: Normal Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00018C00 Color Calc. mode: Replace | Menu Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen User Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 239 Logo Game Arts Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 3D Game Sprite Type = 7 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES Scenary, elements and Objetcs Distorted Sprite x1 = 275, y1 = 16, x2 = 274, y2 = 16 x3 = 271, y3 = 16, x4 = 273, y4 = 15 Texture address = 000461C0 Texture width = 32, height = 32 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00012380 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 00017428 | YES Smoke Scaled Sprite Zoom Point: Only two coordinates xa = 157, ya = 82, xc = 182, yc = 103 Texture address = 00041AA0 Texture width = 48, height = 48 Texture read direction: Normal Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0001B040 Color Calc. mode: Replace Explosions UI Polyline x1 = 115, y1 = 86, x2 = 211, y2 = 86 x3 = 211, y3 = 146, x4 = 115, y4 = 146 Pre-clipping Enabled Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000018 Color Calc. mode: Replace Fog horizon to VDP2 Polygon x1 = 0, y1 = 14, x2 = 351, y2 = 14 x3 = 351, y3 = 32, x4 = 0, y4 = 32 Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 0000B078 Color Calc. mode: Replace | YES 2 Lights Dynamic Source Color Flat / Gouraud In VDP1 And VDP2 at same time | NO | YES Depth Cueing VDP1 color LUT Gouraud variations for 3D elements + VDP1+VDP2 Horizon gradient Polygon Color Bank, alternate Mesh to grade before color and activate color priority and ratio to Sprite Screen and blend to VDP2 screen background | YES VDP1+VDP2 Horizon Fog Polygon Color Bank, alternate Mesh to grade before color and activate color priority and ratio to Sprite Screen and blend to VDP2 screen background Polygon x1 = 0, y1 = 67, x2 = 351, y2 = 67 x3 = 351, y3 = 101, x4 = 0, y4 = 101 Color mode: 4 BPP(16 color bank) Color bank: 0000A078 Color Calc. mode: Replace Polygon x1 = 0, y1 = -4, x2 = 351, y2 = -4 x3 = 351, y3 = 66, x4 = 0, y4 = 66 Mesh Enabled Color mode: 4 BPP(16 color bank) Color bank: 0000A078 Color Calc. mode: Replace Lighting Dynamic Map Distorted Sprite x1 = 229, y1 = 67, x2 = 278, y2 = 84 x3 = 249, y3 = 111, x4 = 198, y4 = 91 Texture address = 0004DC80 Texture width = 48, height = 48 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 0000DE80 Color Calc. mode: Replace | 3D Game Skyline background NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word UI NBG1 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words Floor and Sky RBG0 Parameter A/B switched parameter window Rotation Window 0 Enabled Horizontal start = 0 Vertical start = 0 Horizontal end = 352 Vertical end = 223 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 2 words | YES Fade black in oout Color Offset Srpite and Screens Polygon x1 = 0, y1 = 0, x2 = 351, y2 = 0 x3 = 351, y3 = 223, x4 = 0, y4 = 223 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace 3D Game Color Calculation Enabled Color Calculation Condition = Priority == CC Condition Number Color Calculation Condition Number = 4 Color Calculation Ratio 0 = 24:8 Color Calculation Ratio 1 = 29:3 Color Calculation Ratio 2 = 26:6 Color Calculation Ratio 3 = 31:1 Color Calculation Ratio 4 = 27:5 Color Calculation Ratio 5 = 28:4 Color Calculation Ratio 6 = 30:2 Color Calculation Ratio 7 = 31:1 Priority 0 = 5 Priority 1 = 4 Priority 2 = 7 Priority 3 = 7 Priority 4 = 7 Priority 5 = 7 Priority 6 = 6 Priority 7 = 7 NBG1 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 31:1 | Logo Game arts Display Resolution = 352 x 224(NTSC) Interlace Mode = Single-Density Interlace Menu Display Resolution = 352 x 240(NTSC) Interlace Mode = Non-Interlace 3D Game Display Resolution = 352 x 224(NTSC) Interlace Mode = Non-Interlace | X | X 3D | Yabause signals 3D Memory 30% Registers 26% | X CD-DA DSP 95% Memory | X | 30/60FPS? | Yabause: @30 = @60 = | RAM (L/H) 55/75% VRAM VDP1 (Tex+CLUT+Gouraud) 85% VRAM VDP2 (layers / color) 80/70% | Exclusive | Main Program: Kenichi Hamada Program: Naoki Kitamoto Visual Director: Takahide Koizumi Visual: Akihisa Sako Takayuki Hiramatsu Fujimi Onishi Naoki Komiya Noriyuki Morita Planning: Toshikatu Takeuti Data Form: Osamu Harada Ken-ichi Niwano Masanori Ishikawa Ryuji Inomata Hiroshi Nakamura 3D Modelling: Kentaro Yokokawa Kenichi Iwaida Tomoki Doi Yuuichi Hirose Storyboard: Susumu Banba Ken Oshiki Satoshi Yoshida Configuration: Atsutoshi Okada Youhei Ogawa Data Research: Yuuzou Sunaga Takuya Osamura Technical Support: Hiroaki Okabe Mechanical Design Beecraft Takahiro Yamada Package Art: Design office Mechaman Tomoaki Okada Illustration: Kazumi Sato Logo / Marking design: Hideout Syuuji Takahashi Music: T's Music Shinichiro Sato Yasutaka Hatate Sound System: Ari Kamijo Sound Effects: Minoru Iraha Akio Matsuda CV: Shiho Niiyama Hiroshi Isobe Yukitoshi Hori Yukimasa Kishino Hisao Egawa Takahiro Yoshinaga Masaya Takatuka Tamotu Nishiwaki Kazuhiko Watanabe Cooperation: Aoni Production Publicity: Tateko Kaihatsu Design: Mariko Uemura Sales: Rika Okabe Yumi Sugaya Ayumi Matsushita Entertainment: Software Publishing Hiroshi Tsukagoshi Yoshio Uenishi Test Play: Nobuo Hashimoto Jyunichi Oota Shin Koyama Yuuichi Kikuchi Yomoyoshi Murayama Yuuki Yamada Sub Director: Koutaro Hayashida Director: Takeshi Miyaji Executive Producer: Youichi Miyaji Toshiyuki Uchida Produced and Copyright by: Game Arts | ||||||||||||||||||||||||||||||
251 | Baroque | Sting / ESP | Sting | 1998-05-21 | FPS RPG | Yabause(0.9.15) / SFF(0.10) | Main menu Distorted Sprite x1 = 0, y1 = -4, x2 = 128, y2 = -4 x3 = 128, y3 = 227, x4 = 0, y4 = 227 Texture address = 00008000 Texture width = 128, height = 232 Texture read direction: Normal Pre-clipping Enabled Color mode: 8 BPP(256 color bank) Color bank: 00000800 Color Calc. mode: Replace | Main menu / FMV Sprite Type = 1 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 3D Game Sprite Type = 0 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window disabled whole screen Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES 3D Game All scenary Distorted Sprite x1 = -149, y1 = -31, x2 = -120, y2 = -33 x3 = -139, y3 = -8, x4 = -168, y4 = -7 Texture address = 0006C460 Texture width = 128, height = 128 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0000E2A0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0000CFE0 | YES 3D Game Characters and 3D objects Distorted Sprite x1 = -48, y1 = -10, x2 = -1, y2 = -10 x3 = -1, y3 = 102, x4 = -48, y4 = 102 Texture address = 00041460 Texture width = 40, height = 104 Texture read direction: Normal High Speed Shrink Enabled Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0000D7C0 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 0000D018 | YES 1 Light Bake(precalculed fixed light) not Color Gouraud in scenary. | NO | YES Depth Cueing VDP1 Gouraud distance ink base texture whit black | NO | NO | Main menu / FMV NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x512) Options NBG0 mode 8-bit(256 colors) Bitmap(512x512) 3D Game Top Layer Text NBG0 mode 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Foregorund NBG1 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V UI/Map Layer transparent NBG2 4-bit(16 colors) Tile(1H x 1V) Plane Size = 1H x 1V Second layer Foregorund NBG3 8-bit(256 colors) Tile(2H x 2V) Plane Size = 1H x 1V | YES Main menu / FMV / Options Fade Black Color offset in sprite, back and layers screen Polygon x1 = 0, y1 = 0, x2 = 351, y2 = 0 x3 = 351, y3 = 223, x4 = 0, y4 = 223 Pre-clipping Enabled End Code Enabled Transparent Pixel Enabled Color mode: 15 BPP(RGB) Non-textured color: 0000 Color Calc. mode: Replace NBG0 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 31:1 Sprite stuff Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 31:1 … Color Calculation Ratio 7 = 31:1 3D Game NBG2 Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 19:13 | Main Menu / FMV/ 3D Game Display Resolution = 352 x 224(PAL) Interlace Mode = Non-Interlace | X | X 3D / FMV | Signals in Yabause FMV Code memory 80% Register ON 13% 3D Code memory 80% Register ON 52% En SSF OFF | X CD-DA and CD-XA ADX Audio .acx Multistream ADX DSP 60% Memory | X 3D | Cinepack / ADX .cak | 24 bit color RGB Resolución: 352 x 224 Tasa de bits: 0 kbps Imágenes por segundo: 600.000 Tasa de bits: 1411 kbps Tasa: 44100 Hz Canales: 2 | VDP1 On whit strange elements Line*, Polylines*, Distorted Sprites*, Scaled Sprites*, Normal Sprite* VDP2 NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x512) | 30/60FPS? | Yabause: 200 aprox Maybe more, more forward @30 = 6.000 @60 = 12.000 | NO | RAM (L/H) 65/75% VRAM VDP1 (Tex+CLUT+Gouraud) 55% VRAM VDP2 (layers / color) 80/45% | First SS port more later PSX Same Game. Differente codec to FMV. Very near quality video, same audio. Transparencys. PSX J 1999-10-28 / SS J 1998-05-21 | ||||||||||||||||||||||||||
254 | World League Soccer 98 | SEGA | Silicon Dreams / Team 2 | 1998-06-05 | Football | uoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10) | Menu Normal Sprite Color mode: 4 BPP(16 color LUT) Color lookup table: 00037E20 Color Calc. mode: Replace Polygon Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Scaled Sprite Zoom Point: Only two coordinates Color mode: 4 BPP(16 color LUT) Color lookup table: 00038840 Color Calc. mode: Replace 3D Game Line / Polygon Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Distorted Sprite / Polygon User Clipping Enabled Clipping Mode = 0 Transparent Pixel Enabled Color mode: 8 BPP(256 color bank) Color Calc. mode: Replace Normal Sprite Color mode: 4 BPP(16 color LUT) Color lookup table: 0000EE40 Color Calc. mode: Replace Players / 3D Letters Distorted Sprite Texture width = 8, height = 8 High Speed Shrink Enabled User Clipping Enabled Clipping Mode = 0 Color mode: 4 BPP(16 color LUT) Color lookup table: 0002E000 Color Calc. mode: Replace | Menu Sprite Type = F VDP1 Framebuffer Data Format = Palette only Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 640, y2 = 511 3D Game Sprite Type = F VDP1 Framebuffer Data Format = Palette only Window disabled whole screen System Clipping x1 = 0, y1 = 0, x2 = 640, y2 = 255 | NO | YES Menu Normal Sprite x = 472, y = 290 Texture address = 0003B0A0 Texture width = 48, height = 32 Texture read direction: Normal Pre-clipping Enabled Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00037F80 Color Calc. mode: Replace 3D Game Radar Distorted Sprite Texture address = 0000F2E0 Texture width = 56, height = 80 Texture read direction: Normal Pre-clipping Enabled User Clipping Enabled Clipping Mode = 0 Mesh Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 0000EE00 Color Calc. mode: Replace Signal on player Arrow direction / Select player Polygon? | NO Menu and 3D Game Flat | NO | YES VDP2 RBG0 Horizont gradient Gradient Color Function or Line Color Screen | YES 3D Game Player Shadows Polygon Color mode: 8 BPP(256 color bank) Color Calc. mode: Replace Lluvia Line x1 = 320, y1 = 144, x2 = 320, y2 = 144 Pre-clipping Enabled Color mode: 8 BPP(256 color bank) Color bank: 00000018 Color Calc. mode: Replace | Menu NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V 3D Game Foreground NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 2H x 1V Option windows and UI NBG1 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Suelo con niebla RBG0 Using Parameter A Coefficient Table Enabled(Mode 0) 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 2V Supplementary Color number = 8 Plane A Address = 00060000 Plane B Address = 00062000 Plane C Address = 00068000 Plane D Address = 0006A000 Plane E Address = 00064000 Plane F Address = 00066000 Plane G Address = 0006C000 Plane H Address = 0006E000 Plane I Address = 00070000 Plane J Address = 00072000 Plane K Address = 00078000 Plane L Address = 0007A000 Plane M Address = 00074000 Plane N Address = 00076000 Plane O Address = 0007C000 Plane P Address = 0007E000 | YES Menu Sprite Screen Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 29:3 ... Color Calculation Ratio 7 = 29:3 3D Game Fade Black Color Offset in all Screens Storm ligthing In all screens. Offset Color alternate and invert 16 values RGB Sprite Screen Color Calculation Enabled Color Calculation Condition = Color Data MSB Color Calculation Ratio 0 = 29:3 ... Color Calculation Ratio 7 = 29:3 NBG1 Windows options and UI Color Calculation Enabled Special Color Calculation Mode = 3 Color Calculation Ratio = 21:11 Suelo con niebla horizonte Color Calculation Enabled Special Color Calculation Mode = 0 Color Calculation Ratio = 23:9 | HD Menu Display Resolution = 640 x 256(PAL) Interlace Mode = Double-Density Interlace 3D Game Display Resolution = 640 x 256(PAL) Interlace Mode = Non-Interlace | X | X 3D | X 3D Signals in Yabause Memory 20% Registers 26,1% | X CD-DA Dolby DSP Memory 95% | X | 30FPS | Yabause: @30 = @60 = Number of polys similar to PSX | LOD in players | RAM (L/H) 60/75% VRAM VDP1 (Tex+CLUT+Gouraud) 75% VRAM VDP2 (layers / color) 75/70% | Simultaneousus PC / PS X/ SS SS muy suave. HD no gouraud posible. Si Flat lighting posible pero no usada. No sombras estadios y cambio de iluminacion que si en PSX. Efectos climaticos iguales. PSX distribuye EIDOS. SS distribuye SEGA. PSX tampoco tiene lighting ni gouraud. Solo letras 3D como SS. Menus a HD 640x512x16 igual a SS. PSX 3D Game en low resolution 320x256x16, SS a 640x256. Publico no se mueve. Ligeras diferencias en fondos estadio, menus y letreros. Todo Transparencias en PSX. Tiene FMV. Releases PSX E 1998-05-29 / SS E 1998-06-05 | PC / PSX Credits Silicon Dreams Managing DirectorGavin Cheshire Operations ManagerRob Palfreman Associate ProducerGary Reaney PC PR ManagerRob Palfreman Team Two Lead Playstation ProgrammerRod Mack Additional ProgrammingGiles Park, Andrew Hersee (credited as Andy Hersee), Timothy Steven Clarke (credited as Tim Clarke), Leigh Davies, Stuart Maher, Andrew Sage (credited as Andy Sage), John Story, Roxby Hartley, Steve Hughes Lead ArtistDavid Cullinane (credited as Dave Cullinane) Additional ArtworkSimon Phillips, Rob Carter, Gary Leonardi, Gary Edwards Music, SFX, CommentaryJohn Hancock, Andrew Hersee (credited as Andy Hersee), Stafford Bawler, Peter Bishop Lead TesterKristian Davies Additional TestingPeter Gilbert, Mathew Molloy, Trevor Bent, Jeremy Mayers, Adrian Smith, Ste Chainey (credited as Stephen Chainey) FMV EditingPeter Gough Audio Motion: Managing DirectorMichael Cox (credited as Mike Cox) Motion Capture: Department ManagerRichard Hince Motion Capture: Data ProcessorsLiesl Brookes, Andrew Hutchinson, Natasha Jones, Sean Hince Motion Capture: FMV Lead ArtistIlyas Kaduji Motion Capture: Additional 3D ArtworkPaul Meston, Dan Copping, Graham Hudson, Lee Griggs Motion Capture: Storyboard ArtistNeil Maguire Motion Capture: Digital Video Editing | Yabause no muestra el 3D Efectos climatologicos: Lluvia y nieve… particulas en VDP1, Sprite Screen… | ||||||||||||||||||||||||||||
257 | Code R | ESP | Team Seven / Quintet | 1998-07-09 | Racing | Yabause(0.9.15) / SFF(0.10) | 3D Game Polygon x1 = -205, y1 = 65, x2 = -202, y2 = 73 x3 = -178, y3 = 75, x4 = -182, y4 = 67 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00040000 Color Calc. mode: Replace Scaled Sprite Zoom Point: Center-center xa = 0, ya = 30, xb = 127, yb = 11 Texture address = 0002A940 Texture width = 128, height = 12 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color bank) Color bank: 00010080 Color Calc. mode: Replace | Menus en HD Sprite Type = 4 VDP1 Framebuffer Data Format = Palette only Window disabled whole screen Color RAM Offset = 0 3D Game Sprite Type = 3 VDP1 Framebuffer Data Format = RGB and palette Sprite Window Enabled Window W0 Enabled: Horizontal start = 0 Vertical start = 0 Horizontal end = 351 Vertical end = 223 Display inside of Window Window Overlap Logic: OR Color RAM Offset = 0 System Clipping x1 = 0, y1 = 0, x2 = 351, y2 = 223 | YES 3D Game All Road and cars Distorted Sprite x1 = -157, y1 = -39, x2 = -141, y2 = -39 x3 = -161, y3 = -39, x4 = -161, y4 = -39 Texture address = 00011880 Texture width = 8, height = 1 Texture read direction: Normal Pre-clipping Enabled Transparent Pixel Enabled Color mode: 4 BPP(16 color LUT) Color lookup table: 00077500 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 000779E0 Polygon x1 = -86, y1 = 5, x2 = -108, y2 = -31 x3 = -120, y3 = -33, x4 = -101, y4 = 2 Pre-clipping Enabled Color mode: 4 BPP(16 color bank) Color bank: 00048420 Color Calc. mode: Gouraud Shading Gouraud Shading Table = 000779F8 | YES Menus Adventure Windows Background | YES 2 Light point source Gouraud color in night race | YES VDP1 Depth Cueing White | YES Fade all screen Trasnsitions | 3D Game UI NBG0 mode 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word UI NBG1/2 8-bit(256 colors) Tile(1H x 1V) Plane Size = 1H x 1V Pattern Name data size = 1 word Background XY zoom ? NBG3 8-bit(256 colors) Tile(2H x 2V) Plane Size = 2H x 1V Pattern Name data size = 2 words | YES Fade Black Scaled Sprite Zoom Point: Upper-left xa = -176, ya = -112, xb = 351, yb = 223 Texture address = 0007FF00 Texture width = 8, height = 1 Texture read direction: Normal Pre-clipping Enabled End Code Enabled Color mode: 4 BPP(16 color bank) Color bank: 00000000 Color Calc. mode: Replace Color calcuation 31:1 in all layers for transitions | HD Menus Display Resolution = 640 x 240(NTSC) Interlace Mode = Double-Density Interlace 3D Game Display Resolution = 352 x 224(NTSC) Interlace Mode = Non-Interlace | X | X 3D / FMV | X Yabause signals 3D Game 13% Registers 80% Memory FMV % Registers % Memory | X CD-DA ADX ADPCM Menus / FMV / 3D Game DSP On 50% Memory MIDI Possible Reverb in tunnels Driver Ver-2.10 -L<< SEGASATURN >>Thu Apr 17 1997 14:14 | X | Cinepack / ADX | 24 Bit buen color y suave 320x184 / 24Bit RGB / 600FPS? Estereo / 44100 / 16bit Bitrate: 21,1MB duración 1:32 = 0,229kB/sg | VDP2 NBG0 mode 32-bit(16.7 mil colors) Bitmap(512x256) Bitmap Address = 0 Bitmap Palette Address = 0 Screen Scroll x = 0, y = -16 Coordinate Increments x = 1,000000, y = 1,000000 Window disabled whole screen Color Ram Address Offset = 0 Priority = 6 Special Color Calculation 0 | 3D Menu / 3D Race 1 and 2 Cars 30FPS Replay TV whit voice Demo 15FPS | 3D Menu / 3D Race 1 and 2 Cars Yabause = 300 / 600 @30 = Replay TV whit voice Demo Yabause: 902 @15 = | 3D Race Battle RAM (L/H) 65/70% VRAM VDP1 (Tex+CLUT+Gouraud) 80% VRAM VDP2 (layers / color) 50/65% | Exclusive | Credits The development period is one year (12 months). Let's make 3 programmers, 10 3D designers and 5 2D designers. | Yabause git funciona con BIOS | |||||||||||||||||||||||||||
268 | Sorvice | Altron | Altron | 1998-09-23 | RPG | Yabause(0.9.15) / SFF(0.10) | YES 3D Game | YES 3D Game Windows text | NO 1 Light Baked | YES Menu / 3D Game Color mode: ? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive ? | Planning / Ideas: Takuto Hisatomi Program: Okamoto Toshiaki, Shonen Komatsu Title: Takuto Hisatomi 2D effect: Takuto Hisatomi, Aki Takahashi Movie effect: Shinya Tabei Opening Movie: Shinya Tabei Background: Takuto Hisatomi, Aki Takahashi Character draft: Takuto Hisatomi, Aki Takahashi Character setting: Aki Takahashi, Shinya Tabei Character model: Takuto Hisatomi, Shinya Tabei Character motion: Shinya Tabei Draft Monster: Aki Takahashi, Shinya Tabei Monster model: Takuto Hisatomi, Aki Takahashi, Shinya Tabei Monster Motion: Takuto Hisatomi, Shinya Tabei | |||||||||||||||||||||||||||||||||||||||||||
269 | Cotton boomerang | Success | Success | 1998-10-08 | Shooting 2D | Yabause(0.9.15) / SFF(0.10) | ? Transparencia en todo. Truco 1 frame trans(VDP1>VDP2 posible), 1 frame no trans+parpadeo para verse los dos VDPs en ese instante. | YES Color mode: ? | Resto del juego o su mayoria. Por comprobar? | 30/60FPS? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive. Port Arcade . Transparencias por parpadeo? Transparencia sprite contra VDP2 → Lo hace parpadeando para no tapar sprites y “parecer” transparentes. Parpadeo cuando opaco, no parpadea siendo transparentes. No tapa. Para 3D → hacen falta FPS estables Efecto corto tiempo 3D mucho movimiento | ||||||||||||||||||||||||||||||||||||||||||||
270 | Marvel Super Heroes vs. Street Fighter | Capcom | Capcom | 1998-10-22 | Fighting 2D | Yabause(0.9.15) / SFF(0.10) | X | X FMV | X 2D | X CD-XA ? | X | Cinepack / PCM | Logo capcom 24 bit color RGB Resolution: 320 x 224 FPS: 30.000 Bit rate: 705 kbps Rate: 44100 Hz Channels: 2 | 30/60FPS? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port Capcom CPS-2 First SS later PSX PSX inferior loading y frame animation. PSX J 1999-02-25 / SS J 1998-10-22 | ||||||||||||||||||||||||||||||||||||||||
271 | Segata Sanshirou Shinkenyugi | SEGA | Ecole Software | 1998-10-29 | Mini-games | Yabause(0.9.15) / SFF(0.10) | X .xa ADPCM DSP ?% Memory | DUCK ? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive | ||||||||||||||||||||||||||||||||||||||||||||||
272 | The House of the dead | SEGA | Tantalus | 1998-11-03 | Lightgun | SSF(0.10)/mednafen(0.9,42)/consola | 4BPP/8BPP? | 320x240 | YES Sangre, lluvia, cristales… etc. | YES ? | NBGx Fondo NBGx UI | SD 320 x 224(PAL) Non-Interlace? | X | X 3D | X CD-XA Only main menu | X | 30FPS? | Yabause: @30 = @60 = | YES ? | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive Port Arcade Model2A Texturas a baja resolucion Menos geometria Cargas en mitad de nivel. Releases SS 1998-11-03 | Lead Programmer: Paul Seedy Additional Programming: Brett Patterson Lead Artists: Simon Hart, Rohan Westbury, Warren Hawkes Additional Artists: Mark Jones, Andy Yong, Robert Walkley, Ben Hemming Quality Assurance: John Szoke Saturn Engine: Shane Stevens | Realmente una conversión rápida y barata Supongo que encargada por Sega Europa, para luchar con algo en EU y paliar que este equipo con conocimiento de SS se desaprovechara por completo, o hacer tratos con Psynosis de alguna forma… Sistema archivos cd rom como Psygnosis estilo | ||||||||||||||||||||||||||||||||||
273 | Capcom Generations 4 | Capcom | Capcom | 1998-11-12 | Retro compilation | ? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Simultaneous PSX/SS ? Releases | ||||||||||||||||||||||||||||||||||||||||||||||||
274 | Elan Doree | Kamata and Partners | Sai-Mate | 1998-11-19 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | 8BPP color bank | Menu/Juego: 703X223 | NO | YES Sombras Efectos | NO ? | YES ? | NBG0? NBG18-bit(256 colors) Bitmap(1024x256) RBG0? | HD Menus: Display Resolution = 704 x 224(NTSC) Interlace Mode = Non-Interlace HD 3D Juego: Display Resolution = 704 x 224(NTSC) Interlace Mode = Double-Density Interlace | X | X 3D | X | NO | 30/60FPS? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive placa STV | |||||||||||||||||||||||||||||||||||
275 | Street Fighter Zero 3 | Capcom | Capcom / Mitchell | 1999-08-06 | Fighting 2D | Yabause(0.9.15) / SFF(0.10) | X *.mus ADPCM Ver-2.2.0 << SEGASATURN >>Tue Jul 8 1997 15:2 sddrvs.pak DSP ?% Memory | Cinepack / PCM | capcom.bin Resolución: 320 x 224 Relación de aspecto: 1.42857 Formato: cvid Tasa de bits: 0 kbps Imágenes por segundo: 30.000 Códec seleccionado: ffcvid Formato: 1 Tasa de bits: 705 kbps Tasa: 44100 Hz Canales: 2 Códec seleccionado: pcm | 30/60FPS? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Port PSX SS best vesion. More frames. 4MB RAM expansion need. PSX J 1998-12-23 / SS J 1999-08-06 | ||||||||||||||||||||||||||||||||||||||||||||
276 | Final Fight Revenge | Capcom | Capcom | 2000-03-30 | Fighting 3D | Yabause(0.9.15) / SFF(0.10) | YES Xx | Ver-2.2.0 << SEGASATURN >>Fri Jul 11 1997 14:49 | 30/60FPS? | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | Exclusive placa STV | |||||||||||||||||||||||||||||||||||||||||||||
277 | Gundam Side Story 3 | Mechs 3D | Yabause(0.9.15) / SFF(0.10) | YES Xx | YES | YES | YES | X | X FMV / 3D | Yabause signals FMV / 3D Memory ?% Registers ?% | X DSP ADPCM ? | X | Cinepak / PCM | 30FPS | Yabause: @30 = @60 = | RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?% VRAM VDP2 (layers / color) % | |||||||||||||||||||||||||||||||||||||||||
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