ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAWAXAYAZBABBBCBD
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.
VDP1VDP1 and/or VDP2VDP2ProccesorsFMVPerformancePort / Exclusive
2
Games
(267)

-8 duplicated

Last Updated:
04-11-2018
DistDev
1er
Release
Year-Moth-Day
GenreAnalysis support
Yabause / SFF /
Mednafen / Console
Depth Color / primitives / resolution / colorResolution
Sprite(VDP1) Type buffer

Clipping system for Real resolution
Gouraud

Color calculation VDP1
MeshLighting
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 MasSH2 Slave
23 registers
SCU
23 total registers
Memory aproximate
DMA use
SCSP-DSPM68000Codec 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-ProsExclusive / Unreleased / Port
From or to PSX / Arcade / PC
(Differences)
Release dates and delays
CreditsSGL Library usedNotesScore
See how
4
SEGA GAME SAMPLE 1
For SBL 1.1

Color Line Screen Demo

Shading Test

3D Test
SEGAAM1 / AM21994-08-01Tech demoYabause(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
Xyabause signals

3D
Memory 2%
Registers 4%
X 3D

100% Memory
34,8% Registers

DMA On
X

DSP
Memory 95%
X30FPSYabause: 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
SEGAAM1 / AM21994-08-01Tech demoYabause(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
Xyabause signals

3D
Memory 2%
Registers 4%
X 3D

40% Memory
26% Registers
X

DSP
Memory 95%
X60FPSYabause: 50

@60 =
RAM(L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
7
Virtua Fighter 1SEGAAM21994-11-22Fighting 3DYabause(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
NOYES

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
-NONONBG0
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
XX 3DX 3D

95% Memory
48% Registers
X CD-DA

.wav CD audio

DSP
Signal in SSF

In Yabause
60% memory
0% Registers
X25/30FPSYabause: 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 LabyrinthTime Warner InteractiveTime Warner Interactive1994-11-22Puzzle 3DYabause(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

YESXX 3DYabause signals

X 3D

95% Memory
21,7% Registers

CD-DA

SSF DSP
Memory 35%
XIntro
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 USASEGAAM21995-04-01RacingYabause(0.9.15) / SFF(0.10)Todo Sprites distorsionados sin gourand.
YES

Sombras? UI algo +?
NOMenus, uso transparencia VDP2?
UI?
Fondo solo traslación
XX 3DSignals in Yabause

X 3D

15% Memory
20% Registers
??20FPSYabause: 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% SlaveExclusive 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 SpeedwaySEGANextech / Sega CS1995-05-26Racing 3DYabause(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
NONONOFondo 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 / FMVSignals 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
XCinepack / PCM24bpp 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% SlaveExclusive

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 RemixSEGAAM1 / AM21995-07-14Fighting 3DYabause(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
NOYES

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-NONONBG0
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
XX 3DX 3D

95% Memory
48% Registers
X CD-DA

.wav CD audio

DSP Signal in SSF

In Yabause 60 % memory
XNONONO25/30FPSYabause: 650

@30 = 19.500
NORAM(L/H) 75/70%

VRAM VDP1 (Tex+CLUT+Gouraud)
70%

VRAM VDP2 layers/color
65/65%
ExclusiveMain 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 BasketballBandaiBEC Co. Ltd1995-08-11BasketballYabause(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
NONONOYES

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
XX FMVX 3D

Memory 95%
Registers 43,47%
X

MIDI

DSP
Memory 65%
XCinepack / PCM24 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
30/60FPSYabause: 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% SlaveExclusiveGame 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 ExtremeCrystal DynamicsCrystal Dynamics1995-08-23Action CarsYabause(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
NOYES

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 / FMVyabause 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
XDUCK / Duck AudioIntro
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 ArmsSEGABell Corporation / Jitensha / T's Music / Sega CS1995-09-29Airplane 3DYabause(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 FMVX 2D / 3DYabause signals

FMV / 3D
Memory 20%
Registers 17,4%
X CD-DA

sddrvs.tsk ver1.27 94/11/21 SATURN(S) maste

.pcm

DSP
%
XCinepack / PCM24bits 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
30FPSYabause: 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%
ExclusiveExective 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 BoxingVictor EntertainmentVictor Entertainment1995-10-203D BoxingYabause(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

NOYES

2 Light Parallel Dynamic Source not Color Flat(Gouraud)
YES

Fighters 3D main menu

Windows UI

Pause backgorund dark ?
?NOFMV
Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
XX FMVX

3D

Registers ?
Memory ?
X

CD-DA

sddrvs.tsk
@Ver1.31 95/06/20SATURN(S) sampleNao V0.00q Kas V0.00

DSP
70% Memory
XPropietary 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
60FPSYabause: 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 WarSEGAJumpin' Jack Software / Sega Away Team1995-10-26FPSYabause(0.9.15) / SFF(0.10) / consolaLogo/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
NOYES

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
XX 3D / FMVSignals in Yabause

3D / FMV
20% Memory
22% Registers
X CD-DA

DSP
0% memory
0% Registers
XDUCK / Duck Audio32 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
20FPSYabause: 780

@30 = 23.400
NORAM (L/H)
85/75%

VRAM VDP1 (Tex+CLUT+Gouraud) 75%

VRAM VDP2
(layers / color)
70/90%
ExclusiveOriginal 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!AltronAltron1995-11-03SimulationYabause(0.9.15) / SFF(0.10)YES

Xxx
YES

Xx
YES

1 Light Static Source not Color Flat / Gouraud
YES

Xx
XX 3D / FMVYabause signals

FMV / 3D

Memory ?%
Registers ?%
X

MIDI

DSP
?% Memory
0% Registers
XCinepack / PCMVDP1
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
AtlusCave1995-11-10RacinguoYabause(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 FMVX 3DSignals 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
XCinepack / PCM24 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 ButōdenBandaiTose Co., Ltd.1995-11-17Fighting 2DYabause(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
NONONONOYES

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 / FMVYabause signals

FMV / 3D
Memory 0%
Registers 21%
X CD-DA

PCM

MIDI

DSP
Memory 0%
XCinepack / PCM24bit 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
60FPSYabause:

@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 2SEGAAM21995-12-01Fighting 3DYabause(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
NOYES

UI y Sombras humanas
Polygon
Pre-clipping Enabled
Mesh Enabled
Color mode: 4 BPP(16 color bank)
NONONONOHD
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
XX 3D / FMVSignals in Yabause

3D / FMV

25% Memory
17,3% Registers

SSF OFF.
X CD-DA

3D Game
DSP
80% Memory
XDUCK / Duck Audio320 x 168 / 15bits / 20FPS

Mono / 77 kbps / 44100Hz
VDP2
NGB1 16-bit(32,768 colors)
Bitmap(512x256)
60FPSYabause: 560

@60 = 33.600
RAM (L/H)
90/90%

VRAM VDP1 (Tex+CLUT+Gouraud)
75%

VRAM VDP2
(layers / color)
90/80%
80% SlaveExclusive
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 RacingTime Warner InteractiveTime Warner Interactive1995-12-22RacingYabause(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
NOYES

Shadows, smoke…
YES

1 Light Parallel Static Source Not Color Flat
3D Game
Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
XX FMVX 3D

Memory 90%
Registers 39,13%
X CD-DA

DSP
20% Memory
XCinepack / PCM24 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
ExclusiveProgramming: 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 ChampionshipSEGAAM3 / Sega CS1995-12-293D Rally RacingYabause(0.9.15) / SFF(0.10)Todo Sprites distorsionados3D 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
NOYES

Sombras, agua, polvo, cristales… +?
?YES ?
Fondo
UI?
YES
3D Game
Display Resolution = 352 x 256(PAL)
Interlace Mode = Non-Interlace
XX 3DYabause signals

FMV / 3D
Memory ?%
Registers ?%
CD-DA

X DSP
70% Memory

3D QSound ?

XNONONO30FPSYabause: 843

@30 = 25.290
?RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive Port Arcade Model2A

?

Releases
49
WipeoutPsygnosisTantalus / Perfect1996-02-29Racing 3DuoYabause(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 ?
NOFondo.
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
XX FMVX 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
XCinepack ? / 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
20FPSYabause: 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 DensetsuBandaiBEC Co. Ltd / Tose Co., Ltd.1996-05-31Fighting 2D / 3DYabause(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
NOYES

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
XX FMVX 3D

Memory 70%
Registers 43,47%
X CD-DA

PCM

MIDI in 3D Game

DSP
Memory 65%
XCinepack / PCM24 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
30/60FPSYabause: 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 StudiosKrisalis Software Ltd. / 3do Studio1996-06-21Spaceships 3DuoYabause(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
NOYES

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
NONOYES

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 3Dyabause signals

3D / FMV

Memory 2%
Registers 4% (1)
yabause signals

FMV / 3D

Memory 0%
Registers 27,7%
X CD-DA

DSP
30% Memory
XDUCK / 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 TrilogyFOXProbe1996-07-04FPSYabause(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
NONOYES

VDP1 Depth Cueing 3 gradient inked color bank textures to color Poligon black in foreground.
NO3D 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 / FMVyabause 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
XCinepack / PCM
Probe logo: 240x150 / 24 bit RGB / 15FPS

Intro: 320x160 / 24bits rgb / 30fps
Stereo / 22200Hz / 8bit
VDP1

Normal sprite 15BPP
20/30FPSYabause: 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% SlavePort 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 3DPsygnosisPerfect Ent.1996-07-05PuzzleYabause(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
NONO
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
XSignals in YabauseX 3D

Signals in Yabause FMV

50% Memory
43,5% Registers

DMA On
X CD-DA

DSP
60% Memory
0% Registers
XCinepack ? 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
30FPSYabause: 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 RacingJVC/ AcclaimFuncom Dublin1996-07-05RacingYabause(0.9.15) / SFF(0.10) / consola / mednafen3D 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
NOYES

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
NOYES

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
NOLogo / 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
XX FMV / 3DSignals in Yabause

3D / FMV
0% Memory
21,7% Registers
X CD-DA

Signals in Yabause

DSP
30% Memory
0% Registers

XParece 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
NORAM (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 RashEAEA1996-07-26RacingYabause(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
NOYES

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 / FMVYabause signals

FMV / 3D

Memory ?%
Registers ?%
X

MIDI

DSP
Memory 35%

SEGA Ver1.31 95/06/20SATURN(S) sampleNao V0.00q Kas V0.00
XNo 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
60FPSYabause: 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 DerbyPsygnosisTantalus / Perfect1996-08-15RacingYabause(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
NONONOYES

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 ?
NOMenu
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
XX

80% Registers
30% Memory
X 3D

33% Memory
60% Registers encendidos

DMA On
X CD-XAXNO


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 SWATJapan Media ProgrammingJapan Media Programming1996-08-23FPSYabause(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 FMVX 3D

Memory 90%
Registers 43,47%
X
CD-DA



DSP
Memory 95%
XCinepack / 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)
20FPSYabause: 400

@20 = 8.000
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive

SS J 1996-08-23
84
Fighting VipersSEGAAM21996-08-30Fighting 3DuoYabause(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
NONOMenu

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
XX 3D / FMVSignals in Yabause

3D

Memory 25%
Registers 17,4%
X CD-DA

DSP

50% Memory
XDUCK / Duck Audio15 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)

60FPSYabause:

@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 2.1Version 2.0 USA
85
Olympic SoccerU.S. GoldSilicon Dreams1996-08-30FootballuoYabause(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 ssfFade in out Black Color OffsetDisplay Resolution = 320 x 256(PAL)
Interlace Mode = Non-Interlace
X FMVX 3Dyabause signals

3D

Memory 35%
Registers 26%
CD-DA

X
DSP
35% Memory
XCinepack/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 9thKonami USAKonami1996-10-18Sports BaseballYabause(0.9.15) / SFF(0.10)XX FMVX 3D

Memory ?
Registers ?
X CD-XA ?XDUCK / ?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)UbisoftVivid Image1996-11-16RacingYabause(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
NOYES

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
XX 3D / FMVYabause signals

FMV / 3D
Memory 20%
Registers 17,4%
X

CD-DA

DSP
Memory 35%
XDUCK / PCM256x192/15bits 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
60FPSYabause: 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)
EIDOSCore Design1996-11-26Beat 'em upYabause(0.9.15) / medanafenMenu
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
NOYES

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
XX 3DYabause signals

FMV / 3D

Memory 20%
Registers 26%
X CD-DA

DSP
Memory 20%
X30FPSYabause: 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 PrixXing EntertainmentDaft1997-01-31Fighting 3DYabause(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
NOYES

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
XX 3D / FMVYabause 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
XDUCK / Duck Audio32 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
30FPSYabause: 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 RacingEAHigh Score Entertainment / Stormfront / Press Start Inc.1996-12-20RacingYabause(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
XX

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 ?
20FPSYabause: 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 StrikeEA / Granite Bay SoftwareEA Tiburon1997-02-17Helicopter Shoot-'em-UpuoYabause(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
XX 3D / FMVYabause signals

FMV / 3D
Memory 50%
Registers 8,7%
X

CD-XA

eng_xa.res
XEA 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 DynamicsJumpin' Jack Software /
Toys for Bob
1997-02-28Platforms 3DYabause(0.9.15) / SFF(0.10) / consolaPolygon
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?
NOYES

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 ?
NOFondo
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
XXX 3D / FMV

Memory 60%
Registers 39,13%
CD-DA

Musica MIDI

DSP
35% Memory
XDUCK / Duck AudioLogo: 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 KillerKonamiKCE Tokyo1997-03-07Gun LightYabause(0.9.15) / SFF(0.10) / YabaShansiro 2,1,5Menu / 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 casillerosYES

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 3DX

Yabause signals

3D Registers ? Memory ?
X

DSP
% Memory

WAV music ? Stereo audio
XKonami 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

30FPSYabause:

@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 RemorseEARealtime Associates1997-03-14Action 2D / 3DYabause(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
NONO ?NO?NO ?SD

Juego
Display Resolution = 320 x 240(PAL)
Interlace Mode = Non-Interlace
X 2D / 3DX 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 TTSEGATantalus / Perfect1997-03-20MotorbikesYabause(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
NONONONOLogos
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
XX 3D / FMVYabause signals

FMV / 3D

Memory 70%
Registers 21,7%
X CD-DA

No DSP

Possible
Reverb in tunnel
XDUCK / ?
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
30FPSYabause: 784

@30 = 23.520

High Poly count
NORAM (L/H)
65 / 80%

VRAM VDP1 (Tex+CLUT+Gouraud)
90%

VRAM VDP2
(layers / color)
80 / 65%
Exclusive Port Arcade Model2ASystem 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 CombatActivisionQuantum Factory1997-04-01Mechs 3DuoYabause(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.
NOYES

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
Xyabause 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
20FPSYabause:

@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 97EAPerfect Ent.1997-04-04FootballYabause(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
NONO ?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
XXX 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
25/30FPSYabause: 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 2AtlusCave1997-04-18RacingYabause(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.
NOYES

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
XX FMVX 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
XCinepack / PCM24 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
30FPSYabause: 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 TargetSEGAAppaloosa Interactive1997-04-25Airplane 3DYabause(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 ?
NOYES ?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
XX FMVX 3D

Memory ?
Registers ?
X CD-XAXDUCK / PCM15bit 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 KartsSEGAManic Media1997-05-22RacingYabause(0.9.15) / SFF(0.10)4bpp menus
8bpp juego
Juego:
?

HD Menus
?
NONOYES

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)
XXX 3D

Memory 90%
Registers 39,13%
XX20FPSYabause: 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 IvanPsygnosisPerfect Ent.1997-05-23FPSYabause(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
XX FMVX 3D

DMA ON

Memory 60%
Registers 30,5%
X CD-DA

DSP
35% Memory
XCinepack ? / 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
30FPSYabause: 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 SlashHudson softC.A. Production1997-07-11Robot 3DYabause(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
NOYES

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
NOYES

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
XX 3D / FMVYabause signals

FMV / 3D

Memory 0%
Registers 21,7%
X

CD-DA

MIDI

DSP
Memory 35%
Registers 0%
XCinepack / PCM24 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
30FPSYabause: 600 aprox

@30 = 18.000
NORAM (L/H)
65//60%

VRAM VDP1 (Tex+CLUT+Gouraud)
85%

VRAM VDP2
(layers / color)
70/85%
Exclusive
174
Darklight ConflictEARage Software1997-07-17Spaceships 3DYabause(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
XXX 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
30FPSYabause: 1.324

Main menu letters and logo

@30 = 39.720

Number of polys similar to PSX
LODRAM (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 BronxSEGAAM31997-08-01Fighting 3DYabause(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
NOYES

UI VDP2
NONOYES

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
XX 3D / FMVSignals in Yabause

X 3D

35% Memory
20% Registers
X CD-DA

MIDI music

DSP

35% Memory
XDUCK / Duck Audio15 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)
60FPSYabause: 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 RigsPsygnosisPerfect Ent. / The Wheelhaus1997-09-11Action 3DYabause(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 ?NOMenus;
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
XSignals in Yabause

FMV / 3D
Memory %
Registers %
X 3D

DMA ON

Memory 60%
Registers 39%
X CD-XAXCinepack ? 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
DesireImadioC's ware1997-09-11Aventure FMVYabause(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
XX FMVyabause signals

FMV / 3D

Memory 0%
Registers 27,7%
X

Wave .vid

MIDI

DSP
40% Memory
XLucid 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 GobbosFOXArgonaut1997-09-17Platforms 3DYabause(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
NONOMenu

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
XXX 3D

DMA On

60% Memory
40% Registers ON
X CD-DA and CD-XA

rice2.xa

Signals in Yabause

DSP
60/30% Memory
XNO30FPSYabause: 1.079

@30 = 32.370

Number of polys similar to PSX
NORAM (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 2097PsygnosisTantalus / Perfect1997-09-17Racing 3DYabause(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 ?NOFondo:
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
XX 3D / FMV
Signals in Yabause

3D / FMV

Registers 22%
Memory 55%
X CD-DA

Signals in Yabause

DSP
60% Memory
0% Registers
XCinepack ? 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

20FPSYabause= 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 AliveTecmoTecmo1997-10-09Fighting 3DYabause(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
NOYES
Sombras, explosiones
NONONOHD
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
NOHD

Main menu: 352 x 240(PAL)
Double-Density Interlace

Juego: 704 x 480(PAL)
Double-Density Interlace
XX FMVX 3D

Memory 100%
Registers 45,5%

Possible DMA on
X CD-DA

DSP
90% Memory
XDUCK / Duck Audio304x176/15bits 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
60FPSYabause: 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 ConflictZoomZoom1997-11-20Fighting 3DuoYabause(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
NONO
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
XXX 3D

Memory 65%
Registers 48%
X CD-DA

DSP
Memory 50%
Registers 0%
X60FPSYabause:

@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 RSEGATraveller's Tales1997-11-21Racing Character 3DYabause(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
XX

3D

Memory 80% unrecognized 20% code
Registers 100%
X

3D
Memory 80%
Registers 56,5%
X CD-DA

DSP
Memory 90%
Registers 0%

Qsound?
X30FPS
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% SlaveExclusiveProgrammed 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) + V
DP2(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
QuakeSEGALobotomy Software1997-12-03FPSYabause(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
NOMain 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
XXX 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 BussanNihon Bussan1997-12-04Jet skiYabause(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 ?
XXX 3D

Memory ?
Registers ?
X CD-XAX?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
SEGASonic! Software Planning / Camelot Software Planning1997-12-11RPGYabause(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
XX 3D / FMVX 3D

3D Battle Map
39,2% Registers
100% Memory

Yabause signals

FMV
21,7% Registers
0% Memory
X

MIDI

DSP
55% Memory
0% Registers
XCinepack / PCM24 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%
ExclusiveVentanas 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 98EAClimax1997-12-17FootballYabause(0.9.15) / uoYabause / SSF(0.10) /mednafen(0.9,42) / consolaMenu

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
XXX 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
30FPSYabause:

@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
GrandiaGame Arts/ESPGame Arts1997-12-18RPGuoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10)YES

1 Light Static Baked Flat ? In Map

In Battle ?
YES

YES

YES

YES

XX 3DX 3D / FMV

Memory ?
Registers ?
X

ADX

MIDI ?

DSP
?% Memory
XMPEG like by Game ArtsVDP1


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 CrisisGT InteractiveNew Level Software1997-12-20Bikes 3DUoYabause(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
NOYES

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
XX 3D / FMVYabause signals

FMV / 3D

Memory 23%
Registers 26%
X

DSP
Memory 35%
XDUCK / PCM15bits 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 98EAEA Canada1998-01-15HockeySSF(0.10)/mednafen(0.9,42)/consola/videosCristales 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: ?
MenuXXX 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
ChillSilicon Dreams1998-01-16SkateboardYabause(0.9.15) / SFF(0.10)Gran uso de texturas y paletas640 x 240 ? progresivo. Modo renderizado motor 3DYES

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 GameXXX 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 SSSIMSSega / SIMS1998-02-263D Shoot-'em-UpuoYabause(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
NOYES

VDP1 Gouraud
Depth Cueing
NOYES

Ink hit or damage
Color Offset or LCS
XX FMVX 3D

Memory ?
Registers ?
X

.aif

3D Sound

Driver:
Ver-2.2.0
<<SEGASATURN>>
Fri Jul 11 1997 14:49
XCinepack / PCM24bits 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)
%
ExclusiveSolo Japón.
Muy suave 60FPS casi seguro
241
Burning RangersSEGASonic Team1998-02-26Platforms / Action 3DuoYabause(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
XX 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
XCinepack / ADX296x216 / 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% SlaveExclusiveExecutive 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 IIGame Arts/ESPGame Arts1998-04-233D Robot ShootinguoYabause(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
NOYES

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
XX 3DYabause signals

3D

Memory 30%
Registers 26%
X CD-DA

DSP
95% Memory
X30/60FPS?Yabause:

@30 =
@60 =
RAM (L/H)
55/75%

VRAM VDP1 (Tex+CLUT+Gouraud)
85%

VRAM VDP2
(layers / color)
80/70%
ExclusiveMain 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
BaroqueSting / ESPSting1998-05-21FPS RPGYabause(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.
NOYES

Depth Cueing
VDP1 Gouraud distance ink base texture whit black
NONOMain 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
XX 3D / FMVSignals 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 3DCinepack / 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
NORAM (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 98SEGASilicon Dreams / Team 21998-06-05FootballuoYabause(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
NOYES

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
NOYES

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
XX 3DX 3D

Signals in Yabause

Memory 20%
Registers 26,1%
X CD-DA

Dolby

DSP
Memory 95%
X30FPSYabause:

@30 =
@60 =

Number of polys similar to PSX
LOD in playersRAM (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 RESPTeam Seven / Quintet1998-07-09RacingYabause(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
XX 3D / FMVX

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
XCinepack / ADX24 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%
ExclusiveCredits

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
SorviceAltronAltron1998-09-23RPGYabause(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 boomerangSuccessSuccess1998-10-08Shooting 2DYabause(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 FighterCapcomCapcom1998-10-22Fighting 2DYabause(0.9.15) / SFF(0.10)XX FMVX 2DX CD-XA ?XCinepack / PCMLogo 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 ShinkenyugiSEGAEcole Software1998-10-29Mini-gamesYabause(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 deadSEGATantalus1998-11-03LightgunSSF(0.10)/mednafen(0.9,42)/consola4BPP/8BPP?320x240YES

Sangre, lluvia, cristales… etc.
YES ?
NBGx Fondo
NBGx UI
SD 320 x 224(PAL) Non-Interlace?XX 3DX CD-XA

Only main menu
X30FPS?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 4CapcomCapcom1998-11-12Retro compilation?Yabause:

@30 =
@60 =
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Simultaneous PSX/SS

?

Releases
274
Elan DoreeKamata and PartnersSai-Mate1998-11-19Fighting 3DYabause(0.9.15) / SFF(0.10)8BPP color bankMenu/Juego:

703X223
NOYES

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
XX 3DXNO30/60FPS?Yabause:

@30 =
@60 =
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive placa STV
275
Street Fighter Zero 3CapcomCapcom / Mitchell1999-08-06Fighting 2DYabause(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 / PCMcapcom.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 RevengeCapcomCapcom2000-03-30Fighting 3DYabause(0.9.15) / SFF(0.10)YES

Xx
Ver-2.2.0 << SEGASATURN >>Fri Jul 11 1997 14:4930/60FPS?Yabause:

@30 =
@60 =
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive placa STV
277
Gundam Side Story 3Mechs 3DYabause(0.9.15) / SFF(0.10)YES

Xx
YES
YES

YESXX FMV / 3DYabause signals

FMV / 3D

Memory ?% Registers ?%
X

DSP

ADPCM ?
XCinepak / PCM30FPSYabause:

@30 =
@60 =
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296