SS Table Games & Data 26-06-2018 English.ods
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1
Yellow: Pending
Orange: ½ Analized
Red: Not possible for Yabause issue.
Disclaimer: Copyright of the brands is their respective owners.
Sources: Sega retro. Wikipedia, PSXdatacenter, mobygames
Purpose of this bbdd: Curiosity, help SS homebrew, open SS community fan no profit.
VDP1VDP1 and / or VDP2VDP2ProccesorsFMVPerformancePort / Exclusive
2
Games
(258)
DistDev
1er
Release
Year-Moth-Day
GenreAnalysis support
Yabause / SFF /
Mednafen / Console
Depth Color / primitives / resolution / colorResolution
Clipping system for Real resolution
Type buffer VDP1
Gouraud

Color calculation VDP1
MeshLighting
1 / 2 / 3 or + Light/s
Ambient / Point / Parallell /
/ Static / Dynamic / Bake(precalculed fixed light) (not)source / (not)Color / Flat / 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 posible
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=Transparencia S=Shadow L=Luminacia B=Blur/Horizonte
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)
FPSPolys(quads)/sg
Flat/Text/Gour/Light
(only see in 1 frame)
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
CreditsNotesScore
See how
3
SEGA GAME SAMPLE 1
For SBL 1.1

CC priority and ratio / Normal / MSB Shadow demo
SEGAAM1 / AM21994-08-01Tech demoYabause(0.9.15) / SFF(0.10)Sprite Type = 3
VDP1 Framebuffer Data Format = Palette only
Transparent Shadow Enabled
Window disabled whole screen
Color RAM Offset = 0

System Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 223
YES

VDP2 MSB Shadow
Polygon
x1 = 222, y1 = 86, x2 = 186, y2 = 174
x3 = 98, y3 = 138, x4 = 134, y4 = 50
MSB set
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00003FF0
Color Calc. mode: Replace

Distorted Sprite
x1 = 160, y1 = 128, x2 = 256, y2 = 128
x3 = 256, y3 = 192, x4 = 160, y4 = 192
Texture address = 0007F200
Texture width = 48, height = 32
Texture read direction: Normal
MSB set
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000080
Color Calc. mode: Replace

VDP2 CC
Distorted Sprite
x1 = 218, y1 = 30, x2 = 186, y2 = 30
x3 = 186, y3 = 62, x4 = 218, y4 = 62
Texture address = 0007F780
Texture width = 16, height = 16
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00014080
Color Calc. mode: Replace
NBG0 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
Priority = 6

NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
YES

Ship Sprite 100% Transp
Sprite Screen
Color Calculation Enabled
Color Calculation Condition = Priority <= CC Condition Number
Color Calculation Condition Number = 7
Color Calculation Ratio 0 = 31:1
Color Calculation Ratio 1 = 24:8
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 = 6
Priority 2 = 0
Priority 3 = 0
Priority 4 = 0
Priority 5 = 0
Priority 6 = 0
Priority 7 = 0

Ship Sprite 0% Transp
Color Calculation Enabled
Color Calculation Condition = Priority <= CC Condition Number
Color Calculation Condition Number = 7
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 = 7
Priority 1 = 6
Priority 2 = 0
Priority 3 = 0
Priority 4 = 0
Priority 5 = 0
Priority 6 = 0
Priority 7 = 0
Xyabause signals

3D
Memory 2%
Registers 4%
X 2D

20% Memory
26% Registers
X

DSP
Memory 95%
X30/60FPSRAM(L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
4
SEGA GAME SAMPLE 1
For SBL 1.1

Color Line Screen Demo
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
X

DSP
Memory 95%
X20/30FPSYabause: 300

@30 =
@60 =
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

100% Memory
34,8% Registers
X

DSP
Memory 95%
X30/60FPSYabause: 50

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

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
6
SEGA GAME SAMPLE 1
For SBL 1.1

Windows VDP2 and screen demo
SEGAAM1 / AM21994-08-01Tech demoYabause(0.9.15) / SFF(0.10)Distorted Sprite
x1 = 266, y1 = 126, x2 = 298, y2 = 126
x3 = 298, y3 = 174, x4 = 266, y4 = 174
Texture address = 0007F080
Texture width = 16, height = 24
Texture read direction: Reversed horizontal
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00008100
Color Calc. mode: Replace
Sprite Type = 7
VDP1 Framebuffer Data Format = Palette only
Window disabled whole screen
Color RAM Offset = 0

System Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 223

When MSB On
Sprite Type = 7
VDP1 Framebuffer Data Format = Palette only
Transparent Shadow Enabled
Window disabled whole screen
Color RAM Offset = 0
YES

MSB Shadow
Distorted Sprite
x1 = 168, y1 = -2, x2 = 262, y2 = 163
x3 = 207, y3 = 195, x4 = 113, y4 = 29
Texture address = 0007F200
Texture width = 96, height = 32
Texture read direction: Normal
MSB set
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000080
Color Calc. mode: Replace
When MSB on
NBG0 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
Pattern Name data size = 1 word

Screen Scroll x = 0, y = 0
Coordinate Increments x = 1,000000, y = 1,000000
Window W0 Enabled:
Horizontal start = 0
Vertical start = 128
Horizontal end = 128
Vertical end = 224
Display outside of Window
Window W1 Enabled:
Line Table address = 05E1F800
Display outside of Window
Sprite Window Enabled:
Display outside of Window
Window Overlap Logic: OR
Color Ram Address Offset = 0
Priority = 6
Special Color Calculation 0
NBG0 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
Pattern Name data size = 1 word
...
Window W0 Enabled:
Horizontal start = 0
Vertical start = 128
Horizontal end = 128
Vertical end = 224
Display outside of Window
Window W1 Enabled:
Line Table address = 05E1F800
Display outside of Window
Sprite Window Enabled:
Display outside of Window
Window Overlap Logic: OR
Priority = 6

NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
Pattern Name data size = 1 word

Screen Scroll x = -98, y = -414
Coordinate Increments x = 1,000000, y = 1,000000
Window disabled whole screen
Color Ram Address Offset = 0
Priority = 4
YES

Line Color Screen Stuff
-----------------------
Mode = Color per line
Address = 05E1E200

Sprite Screen
Priority 0 = 7
Priority 1 = 5
Priority 2 = 0
Priority 3 = 0
Priority 4 = 0
Priority 5 = 0
Priority 6 = 0
Priority 7 = 0

NBG1 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)
%
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 = 601, y1 = 60, x2 = 597, y2 = 59
x3 = 595, y3 = 60, x4 = 599, y4 = 61
Texture address = 00020E00
Texture width = 16, height = 16
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000700
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

NBG1
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 2H x 1V
-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
X30FPSYabause: 950

@30 = 20.400
@60 = 40.800

Oficial data:
40.000 quads
1500 aprox en 1 frame. 1200 Fighters rest in escenary
Characters LODRAM(L/H)
75/70%

VRAM VDP1 (Tex+CLUT+Gouraud)
70%

VRAM VDP2
(layers/color)
60/65%
Exclusive
Port Arcade Model 1

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

8
Clockwork Knight 1: Pepperouchau's Adventure SEGASega CS1994-12-09Platforms 2D / 3DYabause(0.9.15) / SFF(0.10)YES

1 Light Static Source Not Color Flat
?????Cinepack ? PCM ?30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
9
Panzer DragoonSEGATeam Andromeda1995-03-10Action 3DYabause(0.9.15) / SFF(0.10)YES

Radar
Algo +?
?YES

H-T Disparos
YES ?
?Plano rotado infinito nivel 1. Con degradado horizonte?YES ?????Cinepack ? PCM ???20FPSYabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
20% SlaveExclusive
10
Robotica: Cybernation RevoltSEGAMicronet / Genki1995-03-24FPS?YES ?
?????Cinepack ? PCM ?20/30FPSYabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive
11
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
12
AstalSEGASega CS1995-04-28Action Platform 2DYabause(0.9.15) / SFF(0.10)YES

MSB Shadow
30/60FPS?

Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
13
Cyber SpeedwaySEGANextech / Sega CS 1995-05-26Racing 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
14
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

NBG1
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 2H x 1V

Floor RBG1 Using Parameter A
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
-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
XNONONO30FPS?Yabause: 650

@60 = 39.000
@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

15
Blazing Heroes (U) / Mystaria: The Realms (E)SEGAMicrocabin1995-07-21RPGYabause(0.9.15) / SFF(0.10)Sprites personajes
Distorted Sprite
48x60
Trasparent Pixel Enabled
8 BPP(64 color bank)
?YES

Terrain
Distorted sprite
32x32
Transparent pixel enabled
15BPP(RGB)
Gouraud Shading
YES ?YES

1 Light Static Not Color Gouraud ?
YES

Utiliza en magias el modo VDP1>VDP1 Half-Trans y se superpone todo. Color?

Sombras sprite con modo VDP1>VDP1 Cannot overwrite/Shadow, se mezclan con ventanas(Polígono plano color) 4BPP 16 color LUT

UI ventana en modo VDP1>VDP1 Poligon Non-texture color Replace/Half-Transparente. 15 BPP (RGB)
??YES ???????Cinepack ? PCM ???30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive?En motor 3d batallas.
Personajes sprites 3D con 8BPP 64 color bank(color guardado en VDP2?), causando que la mezcla con las ventanas trans (Poligono plano 15 BPP VDP1 CC:Replace/H-T), el primero se ve opaco.
16
Nekketsu OyakoTechnosoftTechnosoft1995-07-21Touge racing gameYabause(0.9.15) / SFF(0.10)Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port PSX

All same, excpet transparency effects and buffer+transparency effects. Not use some SS transparency at all.

PSX J 1994-12-03 / SS J 1995-07-21
17
Clockwork Knight 2SEGASega CS1995-07-28Platforms 2D / 3DYabause(0.9.15) / SFF(0.10)YES

1 Light Static Not Color source Flat
?Cinepack ? PCM ?30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
18
Slam Dunk - I love Basketball BandaiBEC 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
19
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
20
Magic Knight RayearthSEGASega CS1995-08-25RPGYabause(0.9.15) / SFF(0.10)30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
21
RaymanUbisoftUbisoft1995-09-15Platforms 2DuoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10)Menus
Normal Sprite
Color mode: 8 BPP(256 color bank)
Color bank: 00024000
Color Calc. mode: Replace

Game
Normal Sprite
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

Normal Sprite
Color mode: 4 BPP(16 color bank)
Color bank: 00024100
Color Calc. mode: Replace

Normal Sprite
Color mode: 8 BPP(256 color bank)
Color bank: 00024000
Color Calc. mode: Replace
Sprite Type = 1
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled

System Clipping
x1 = 0, y1 = 0, x2 = 351, y2 = 223
YES

Bonus clear effect(Similar to PSX)
Polygon
x1 = 174, y1 = 118, x2 = 174, y2 = 118
x3 = 174, y3 = 118, x4 = 174, y4 = 118
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Non-textured color: C210
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 00069FB8
NOYES

Arco iris fondo
Normal Sprite
x = 315, y = 101
Texture address = 0007ADE0
Texture width = 144, height = 45
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

Color Calculation Enabled
Color Calculation Condition = Priority >= CC Condition Number
Color Calculation Condition Number = 0
Color Calculation Ratio 0 = 24:8
Color Calculation Ratio 1 = 31:1

Color Calculation Ratio 7 = 31:1

Franja Transparencia Gouraud en bonus clear efect rotate ?
Polygon
x1 = 336, y1 = 303, x2 = 389, y2 = 221
x3 = 360, y3 = 208, x4 = 314, y4 = 281
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Non-textured color: C210
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0006A3A8
YES

Frame Buffer:
VDP1+VDP2>VDP1
Full actual Game to Fade 3D Effects end level Loading
Menus
NBG0 mode
16-bit(32,768 colors)
Tile(2H x 2V)
Plane Size = 2H x 1V

NBG1
16-bit(32,768 colors)
Tile(2H x 2V)
Plane Size = 2H x 1V

Game
NBG0 mode
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V

NBG1
16-bit(32,768 colors)
Tile(2H x 2V)
Plane Size = 2H x 1V
YES

Fade Black
Color Offset A Enabled
Layers and Sprite screen

Main menu Logo
Transparency in Sprite Screen
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

Nivel hada luz
NBG3 8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V

Color Calculation Enabled
Special Color Calculation Mode = 0
Color Calculation Ratio = 24:8
Color Offset B Enabled
R = -65, G = -65, B = -65
Special Color Calculation 0
SD

Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
XX 2D / 3D / FMVSignals in Yabause

0% Memory
21% Registers
X CD-DAXCinepack / PCM24 bit color RGB

Resolution: Intro=256 x 160 / Presents=320 x 200
FPS: 600.000
Codec: ffcvid

Bit rate: 705 kbps
Muestra: 16bit
Rate: 44100 Hz
Channels: 1

Intro=30,4MB
VDP1
Logo presents
Normal Sprite
x = 0, y = 12
Texture address = 00040380
Texture width = 320, height = 200
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: 281

Bubble water loading effect
Maybe more other places

@30 = 8.430
@60 = 16.860
RAM (L/H) 55/65% VRAM VDP1 (Tex+CLUT+Gouraud) 60%
VRAM VDP2 (layers / color) 90/100%
Original Jaguar version
SS version port from PSX

320x240 16bit
Intro logo UBI 640x480
Intro FMV 320x208, 15FPS, full screen and MPEG. Sound, 16bit, 37800 Hz Estereo.
Intro 37,7MB STR
Differences in menus effects, foreground gourand spiral color and shadow letters.
One level transparency effects difference. Rest same, or much similar.

Jaguar 1995-09-08(01)

PSX E 1995-09-22(29) / U 1995-09-09

SS E 1995-10-30 (CD 1995-09-15) / U ? (CD 1995-09-15)
Loading screen. Render to texture.
Render out total VDP2 to VDP1 to polys or distorted spites(15BPP) to 3D fades effects, like PSX.
22
Wing ArmsSEGABell Corporation / Jitensha / T's Music / Sega CS1995-09-29Airplane 3DYabause(0.9.15) / SFF(0.10)YES

Plains, boats and Scenarios
YES

Clouds, trails fire, smoke…
YES

1 Light Dynamic source not color Gouraud
YES ?
X FMVX 2D / 3D?X CD-DAXCinepack / PCM24bits RGB
Resolution: 256 x 184
FPS: 600.000

Bit rate: 352 kbps
Rate: 44100 Hz
Channels: 1
VDP230FPS?Yabause:

@30 =
@60 =
?RAM (L/H) % VRAM VDP1 (Tex+CLUT+Gouraud) ?%
VRAM VDP2 (layers / color) %
Exclusive?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
23
Thunder Storm & Road BlasterEcseco Development / Data EastEcseco Development1995-10-20Interactive Movie Action???Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

PSX J 1997-06-27 / SS 1997-11-20
Solo Japón.
24
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 Static not source light not colored Flat/Gouraud

1 Light Static source? light not colored 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

Cockip NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

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
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
30FPS?Yabause: 780

@30 = 23.400
@60 = 46.800
NORAM (L/H)
85/75%

VRAM VDP1 (Tex+CLUT+Gouraud) 75%

VRAM VDP2
(layers / color)
70/90%
Exclusive Original Concept: Robert Leyland
Programmers: Eric Hammond, Robert Leyland, Steve Scholl
Assistant Programmers: Brad Van Tighem, Brian Gebala, Scott LaValley
Game Design: Robert Leyland, Eric Hammond, Greg Hammond, Eric Rawlins, Steve Scholl
Art Supervisor: Jenny Martin
Artists: Richard Antaki, John Broenen, Suzie Greene, Greg Hammond, Madeline Preisner, Brian Ransom, Arlin Robins
Interior Modelling: Greg Hammond
Level Music: Brian Coburn
Sound Effects: Brian Coburn, Eric Hammond
Ghen Creatures Original Concept Art: Marc Sasso
Ghen 3D Models and Animation: Greg Hammond
Sega of America Assistant Producer: Eric Rawlins
Jumpin' Jack Producer: Lawrence Berkin
Sega of America Sr. Producer: Steven Apour

Hardware Engineer: Renee Greenwood
Compression Engineers: Eric Caplain, Katie Weathers
Software Engineer: Gail Tsujita

CD Technicians: Jef Feltman, Larry Loth
Production Assistant: Seth Gerson
Music composed and performed by: bygone dogs
Produced by: Spencer Nilsen and bygone dogs
Recorded by: Dave Young for Sega Music Group
25
Tadaima Wakusei Kaitakuchuu!AltronAltron1995-11-03Simulation Yabause(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
26
Firestorm: Thunderhawk 2Core DesignCore Design1995-11-08FPS / 3rd camera HelicopterOnly menus and intros: Yabause(0.9.15) / medanafen (0.9.45)

All game and 3D:
SSF (0.10)

Only one element for all

Menus and 3D Game
Normal Sprite
x = 0, y = 0
Texture address = 00010A00
Texture width = 320, height = 224
Texture read direction: Normal
Pre-clipping Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00000000
Color Calc. mode: Replace
Sprite Type = 0
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled
Window disabled whole screen

System Clipping
x1 = 0, y1 = 0, x2 = 320, y2 = 224
YES

Gouraud hardware o soft?
YES

UI elements

(no use for shadows explosions or smoke)
YES

1 Light Static Not Color Gouraud/Flat ?
NO ?YES

Horizon gradient ?
NO ?YES

CPU render

Full 3D Render Engine

CPU>VDP1 Element
Normal Sprite
x = 0, y = 0
Texture address = 00010A00
Texture width = 320, height = 224
Texture read direction: Normal
Pre-clipping Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00000000
Color Calc. mode: Replace
VDP1
All menus elements
All 3D engine layer

RBG0 Only Backgorund in 3D game ?
Using Parameter A
8-bit(256 colors)
Bitmap(512x256)
?

Color offset for fade blacks
SD
Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMV?X CD-XAXCinepack / PCM24 bit color RGB
Resolution: 320 x 200
FPS: 30.000

Bit rate: 178 kbps
Rate: 22254 Hz
Channels: 1
VDP1

14384 same elements
Normal Sprite
x = 0, y = 0
Texture address = 00000000
Texture width = 0, height = 0
Texture read direction: Normal
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000000
Color Calc. mode: Replace
30FPS?

very smooth
Yabause:

@30 =
@60 =

Number of polys similar to PSX
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Simultaneousus Development ?
First in SS then port to PC / PSX

Muy muy parecidos en todo. Solo transparencias en UI elements or particles.

Releases PSX E 1995-12-10 / SS 1995-11-08
Lead Programmer: Mark “Mac” Avory
Programming support and conversion: Andrew “Dude” Howe
Additional Programmming: David Long

Production Design and Graphics: Robert Cirillo

Music and Sound Effects: Martin Iveson
Production Co-odination: Adrian Smitch, Troy Horton

Game Evaluation: Darren Price, Tiziano Cirillo, Jamie Morton, Richard Morton, Dave Ward

Executive Producer: Jeremy Smith
Render 3D software o hardware?
27
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 Static not color not source 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
….
Special Color Calculation 3

Foreground 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
SD

Display Resolution = 352 x 224(NTSC)
Interlace Mode = Non-Interlace
X FMVX 3DSignals in Yabause

X 3D

35% Memory
20% Registers
X CD-XAXCinepack / 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
30FPS?

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

@30 = 15.960
@60 = 31.920

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.
28
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
29
X-Men: Children of the AtomCapcomRutubo Games1995-11-22Fighting 2D?????60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
0% SlaveSimultaneous PSX/SS

?

PSX E / SS
30
Battle Arena Toshinden RemixTakaraNextech1995-11-24Fighting 3DYabause(0.9.15) / SFF(0.10)Distorted Sprite
Texture width = 72, height = 112
Color mode: 8 BPP(256 color bank)

Scaled Sprite
Texture width = 8, height = 1
Color mode: 4 BPP(16 color bank)

Distorted Sprite
Texture width = 16, height = 16
Color mode: 15 BPP(RGB)

Polygon
Color mode: 4 BPP(16 color bank)
VDP1 Framebuffer Data Format = RGB and palette
Sprite

User Clipping
x2 = 351, y2 = 255
YES

Luchadores, unos mas que otros.
Polygon
Color mode: 4 BPP(16 color bank)
Color Calc. mode: Gouraud Shading

Distorted Sprite
Texture width = 32, height = 32
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
YES

Mesh: Ropa, particulas…

YES

1 Light Static Not Color source ? Gouraud / Flat ?
YES

Fondo UI
Distorted Sprite
Texture width = 352, height = 60
Color mode: 4 BPP(16 color LUT)
Color Calc. mode: Replace/Half-transparent
YES ?
YES ?

Escenarios

Color mode: ?
Usa todo el VDP2
Suelo RBG0 con transparencias
Fondo VDP2 NBG2 con transparencia
El suelo sobre el fondo, entre las dos se anulan. Y en este caso las dos son amarillas.

NBG0 mode 8-bit(256 colors)
Tile(1H x 1V) Plane Size = 1H x 1V

NBG1/3 mode 8-bit(256 colors)
Tile(1H x 1V) Plane Size = 1H x 1V

NBG2 mode 4-bit(16 colors)
Tile(1H x 1V) Plane Size = 1H x 1V

RBG0
Using Parameter A Coefficient Table Enabled(Mode 0)
8-bit(256 colors) Bitmap(512x256)
YES
Fundidos
Back Screen Stuff
Color Offset A Enabled
R = -121, G = -121, B = -121

VDP2 Fondo
NBG0 Color Calculation Enabled
Extended Color Calculation Enabled
Color Calculation Ratio = 11:21
Special Color Calculation 3

Color Calculation Enabled
Extended Color Calculation Enabled
Color Calculation Ratio = 19:13
Special Color Calculation 0

Suelo
Extended Color Calculation Enabled
Color Calculation Ratio = 15:17
Special Color Calculation 3
SD

Display Resolution = 352 x 256(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVX CD-DA

Signals in Yabause

DSP
% Memory
% Registers

XCinepack / PCM24bpp RGB
Resolution: 352 x 224
FPS: 30.000

Bit rate: 356 kbps
Rate: 22254 Hz
Channels: 2
VDP1

Distorted Sprite
Texture width = 352, height = 224
Color mode: 15 BPP(RGB)
30/60FPS?Yabause: 950

@30 = 28.500
@60 = 57.000

Number of polys similar to PSX
RAM(L/H) 70% /?

VRAM VDP1 % (Tex+CLUT+Gouraud)

VRAM VDP2
(layers / color)
80% / ?
20% SlavePSX port placa arcade ?

No tener elementos 3D en el fondo.
Menos Transparencias.
El original quizás a 60FPS o más de 30FPS.
El gouraud shading el punto de iluminación siempre es el mismo. PSX usa dos fuentes de luz y color.
Res PSX?

SS JP 1995-11-24 / PSX: JP 1995-01-01
System Programmer: Yukihiko Tani
Director & Programmer: Hiroaki Sano
Director of Graphic Design & New Character Motion Maker: Yoshihisa Shimizu
CPU Algorithm Programmer: Nobuhiro Mikami
Retsuden Mode Programmer: Manabu Takahashi
New Character Motion Planner: Seiichi Sekine
Retsuden Mode Planner & CG Design Works: Tetsuya Maeda
Character Modeler: Munemoto Matsushima, Masahiro Satoh, Hideyuki Kikuchi
Graphic design: Kazushige Nagai
CG Movie Works: Yasuhiro Suzuki, Yoshitaka Maki
Illustrator of Retsuden Mode: Tsukasa Dokite, And You…
Carencias sobre la versión PSX
Es un port. Con lo que conlleva. De motivación, dedicación y medios.
Conocimiento de la maquina aun bajo.
No tener elementos 3D en el fondo. Como en D-Xhird y Last bronx o K1 o Sudeki. Yo hubiese puesto elementos planos del VDP1, los mínimos. Y usar algo menos planos VDP2. Su motor no daba para más?
Transparencias?, Podían haber usado VDP1>VDP2 en las sombras… problema en escenario que usen VDP1 trans para el suelo. En los FX, parpadeo Cotton o mesh. No opaco...
Suavidad, parece q falta optimizar aprovechando mejor los 2xSH2 y la SCU… incluso el SH-1. No se si esta en los 30FPS estables… parece que si. El original quizás más...
El gourand shading se usa… pero no con la idea de iluminar como en el original. El punto de iluminación siempre es el mismo. Ademas en el caso de PSX, usa dos fuentes de luz y color. El degradado y la mezcla es la que es, SS lo hacia así.
Con todo se ve el tema de las exclusivas parciales. Sony apretó mucho con eso.
Con todo más que aceptable.
31
Virtua CopSEGAAM21995-11-24Shooting GunYabause(0.9.15) / SFF(0.10)Scaled Sprite
Zoom Point: Center-center
Texture width = 88, height = 32
Color mode: 4 BPP(16 color LUT)

Polygon
Color mode: 4 BPP(16 color bank)

Distorted Sprite
Color mode: 4 BPP(16 color LUT)
VDP1 Framebuffer Data Format = RGB and palette

User Clipping
X2 = 352, y2 = 240
NOYES

Sombras, cristales, explosiones, UI
NO

1 Light Static Baked Flat
YES ?
NBG0 mode
32-bit(16.7 mil colors)
Bitmap(512x256)

NBG1 4-bit(16 colors)
Tile(1H x 1V) Plane Size = 1H x 1V

NBG3 8-bit(256 colors)
Tile(1H x 1V) Plane Size = 1H x 1V

RBG1 Parameter A/B switched via coefficients
8-bit(256 colors) Tile(1H x 1V)
Plane Size = 1H x 1V
SD

SD Display Resolution = 352 x 240(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause X CD-XAXCinepack / PCM
Resolution: 280 x 136
24 bits RBG
FPS: 24.000

Bit rate: 240 kbps
Rate: 15000 Hz
Channels: 1
Codec: pcm
VDP2
NBG0 mode
32-bit(16.7 mil colors)
Bitmap(512x256)
30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud)
?%

VRAM VDP2
(layers / color)
%
Exclusive
Port Arcade Model 2A

?

Releases
32
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
33
Highway 2000 (U)(E) / Wangan Dead Heat (J)Natsume / JVC / Pack-In-VdeoGenki1995-12-15RacingYabause(0.9.15) / SFF(0.10)No utiliza Gourand, 4BPP distored sprites?NO??YES

Usa Half-luminace para sombra letras nombre menus

Usa Half-Transparence VDP1 humo frenos durante carrera, parece que se superponga entre ellos y haga trans contra todo.
YES ?
Usa aparentemente todos los layers VDP2
UI y otra para UI animados
Usa Transparencia VDP2 para UI menus y START
YES ??????Cinepack / PCM30FPS 24bits 240x180 /
Estereo / 22254hz / ?bits

bitrate
A 712 kbps

1:28m
?20/30FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive SS

Releases J 1995-12-15 E 1996-09
Despues Re-release SS y version PSX? Como Wangan Trial Love SS y Wangan Trial PSX

PSX comparte parte nombre. Pero la release se parece más al Wangan Dead Heat. 2 discos y videos.
El juego 3D de cohes cambia mucho. Verlo.

Re-SS 1998-04-02 / PSX 1998-03-07
34
GexCrystal DynamicsCrystal Dynamics / Beam Software1995-12-18Platforms 2D???X

DSP FMV
?DUCK / Duck AudioIntro
32 bits RGB
Resolución: 288 x 200
Tasa de bits: 1552 kbps
Imágenes por segundo: 15.000
Códec seleccionado: ffduck

Tasa de bits: 354 kbps
Tasa: 44100 Hz
Canales: 2

Previews
32 bits RGB
Resolución: 320 x 240
Tasa de bits: 1530 kbps
Imágenes por segundo: 15.000

Tasa de bits: 354 kbps
Tasa: 44100 Hz
Canales: 2
30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port 3DO Multiversion basado en el port de PSX más

Diferencias...

PSX U 1995-12-13 / SS U 1995-12-18
Beam Software

Executive Producer Adam Lancman

Technical Director Andrew Lacey

Lead Programmer Peter Litwiniuk, Shane Lontis

Programmers Jason Bell, Andrew Lacey, Andrew Scott

Additional Programming Paul Baulch

Additional Artwork John Tsiglis

Testing Shane Collier, Aaron Smith, Gary Ireland
35
Titan Wars (E) / Solar Eclipse (U)Crystal DynamicsCrystal Dynamics1995-12-20Spaceships 3DYabause(0.9.15) / SFF(0.10)YES

UI
?YES

Menu
Half-transparent UI

Juego
Distorted Sprite
Half-Luminance para efecto fog table
Type color?

Humo misiles. VDP1>VDP1
YES

Half-Luminance para efecto fog table (Imita al Gourand)
Fondo RGB2
Barrera. Transparente sobre VDP1 y VDP2, puede que este en una capa VDP1?
XX 3D / FMVYabause signals

X FMV

Memory 0%
Registers 21,7%
X

DSP
35% Memory
X
DUCK / Duck Audio

Intro y FMV:
320x240 / 32 bits RGB / 15FPS
Stereo / 44100hz

Otras res/ /30FPS

Bitrate:
Video 1193kbps/
Audio 354kbps

Menú con fondo video(super suave 15bit 30FPS Duck solo video)
Intro / FMV
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 = 00000000
Plane B Address = 00000000
Plane C Address = 00000000
Plane D Address = 00000000
Coordinate Increments x = 1,000000, y = 1,000000
Window disabled whole screen
Color Ram Address Offset = 0
Priority = 3
Special Color Calculation 0

Menu
VDP1 15BPP
30FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
20% game
FMV 80% Slave
First SS before PSX

Transparencias. FMV un poco mejor. Resto parece igual.

PSX 1996-11-15 / SS 1995/12/20
Credits ?
36
Time Warner Interactive's V.R. Virtua RacingTime Warner InteractiveTime Warner Interactive1995-12-22RacingYabause(0.9.15) / SFF(0.10)NOYES

Shadows, smoke…
YES

1 Light Parallel Static Source Not Color Flat
YES ?
XX FMVX 3D

Memory ?
Registers ?
X CD-XAXCinepack / PCM24 bit RGB

Resolution: 256 x 176
FPS: 600.000

Bit rate: 356 kbps
Rate: 22254 Hz
Channels: 2
30/60FPS?Yabause: 960 max

@30 = 28.800
@60 = 57.600

Very good generation of polygons and horizon
YES ?
RAM(L/H) %

VRAM VDP1 % (Tex+CLUT+Gouraud)

VRAM VDP2 % layers/color
Exclusive Programming: Michael Alexander, Tim Crossman, Charles Tolman
Graphics Lead: Manuel Laguatan
Graphics: Jose Erazo, Ace Miles, Lindsay Dawson
Audio: Doug Brandon (Sweet Willy), M. Stevens, Earl Vickers
Tools: Chris Ebert
Tuning: Robert Boone
Test Manager: Curtis Soldano
Testing: Robert Boone, John Arvay, Brian Corey
Manual: Bill Hindorff, Curtis Clarkson
Producer: Bill Hindorff
37
Black FireSEGANovaLogic / Sega Away Team1995-12-223D HelicoptersYabause(0.9.15) / SFF(0.10)Polygon
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Color mode: 4 BPP(16 color bank)
Color bank: 00058B58
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 00011AD8


Normal Sprite
Texture width = 64, height = 16
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color Calc. mode: Replace
Sprite Type = 0
VDP1 Framebuffer Data Format = RGB and palette

System Clipping
x1 = 0, y1 = 0, x2 = 320, y2 = 224
YES

Scenary
Polygon
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Color mode: 4 BPP(16 color bank)
Color bank: 00058B58
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 00011AD8

Enemys and objects
Distorted Sprite
Texture width = 96, height = 8
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00061C60
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0002FE38
YES

Shadows/Rotors
Distorted Sprite
Texture address = 00062A80
Texture width = 24, height = 40
Texture read direction: Reversed vertical
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Mesh Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00062C60
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0002FE38

Explosions
NOYES

Explosions
Distorted Sprite
Texture address = 000417A0
Texture width = 48, height = 48
Texture read direction: Reversed vertical
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Mesh Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00041C20
Color Calc. mode: Gouraud Shading/Gouraud Shading + Half-transparent
Gouraud Shading Table = 0002FE48

Demo Text
Normal Sprite
Texture address = 00032080
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00032400
Color Calc. mode: Replace/Half-transparent
YES

Depth Cueing VDP1 Scenary gradient to Black foregorund elements and 3D models far clipping.
NOBackgorund
NBG0 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

UI
NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
Pattern Name data size = 2 words
YES

Fade Black
Color Offset General
SD

Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause in FMV

26% Registers
15% Memory

SSF OFF
X

MIDI

DSP
Memory 85%
XVideo formato .kdv Suave 15FPS, pocos colores 8BPP

Music MIDI Stereo
VDP1
Full Screen
15/30FPS?Yabause: 1074

@30 = 32.220
@60 = 64.440

A lot of polygons Gouraud
LOD in 3D ModelsRAM (L/H)
75/45%

VRAM VDP1 (Tex+CLUT+Gouraud)
65%

VRAM VDP2
(layers / color)
70/80%
Exclusive Programmed by: John Bojorquez
Game Design by: Paul Robinson
Original Concept by: Eric Rawlins, John Butrovich
Produced by: Eric Rawlins
Managing Producer: Steven Apour
Direcy by: John Butrovich
Project manager: David Seeholzer
Technical Design Support: Paul Drzeweiki, Gavin Games
Additional Support: David Seeholzer, Randy Casey
Animation by: Osman Soykut, Dean Fowler
Art: Daniel Cabuco, Bryon Carson, Joby Otero, Rod Parong, Keith Rust, Eric Scharf, Walter Schulz, Jon Tando
Orchestrated by: Barry Blum
Additional Orchestrations by: Jim Hedges
Sound Effects by: Loudmouth
Project Manager: Doria Sanchez
Packaging: Bob Schonfisch
Manual: Hillary Clayson Loeb, Kathy Garfield
Product Specialist: Clint Dyer
El motor usa polígonos a color sin textura con sombreado gourand a color. Simulando texturas con bilinear.
Ver velocidad en SS real: En la parte de juego y con enemigos aceptable. Sobre 20FPS.
Cuando mueres muy mal 5FPS, igual que en emu.
38
Shin Megami Tensei: Devil Summoner AtlusAtlus1995-12-25RPGYabause(0.9.15) / SFF(0.10)FMV
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
YES

XXX
YES

1 Light Static source ? Color ? Flat / Gouraud
YES

XXX
YES

VDP1
Depth Cueing ?
FMV
Display Resolution = 352 x 224(NTSC)
Interlace Mode = Non-Interlace
XX 3D / FMV ?X

MIDI

DPS
65%
XCinepack / PCM24 bit color RGB
Intro
Resolución: 304 x 144
Imágenes por segundo: 600.000

Tasa de bits: 705 kbps
Tasa: 44100 Hz
Canales: 1

Magic
Resolución: 256 x 180
Imágenes por segundo: 15.000

Tasa de bits: 705 kbps
Tasa: 44100 Hz
Canales: 1
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
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
39
Chaos ControlInfogramesInfogrames1995-12-29Lightgun90% MemoryDUCK / Duck Audio15 bits RGB
Resolution: 352 x 224
Bit rate: 377 kbps
FPS: 15.000

Bit rate: 177 kbps
Rate: 22050 Hz
Channels: 2
30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
First SS before port PSX

?

Releases
PSX J 1996-04-10 / J 1995-12-29 Remix 1996-11-22
40
Sega Rally ChampionshipSEGAAM3 / Sega CS1995-12-293D Rally RacingYabause(0.9.15) / SFF(0.10)Todo Sprites distorsionadosNOYES

Sombras, agua, polvo, cristales… +?
?YES ?
Fondo
UI?
XX 3D?DSP 3D game?NONONO60FPS ?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

Releases
41
Guardian HeroesSEGATreasure1996-01-26Platforms 2D / 3DYabause(0.9.15) / SFF(0.10)Main menu
Letters Distorted Sprite
Texture address = 00008480
Texture width = 8, height = 8
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000000
Color Calc. mode: Replace

Logo Distorted Sprite
Texture address = 00020000
Texture width = 16, height = 16
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00001000
Color Calc. mode: Replace

Character Select
Distorted Sprite
Texture address = 00060000
Texture width = 112, height = 112
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: 00000010
Color Calc. mode: Replace

2D/3D Game
Scenary Tiles Distorted Sprite
Texture address = 00043500
Texture width = 80, height = 48
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00001800
Color Calc. mode: Replace

Sprites Distorted Sprite
Texture address = 00008800
Texture width = 96, height = 16
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000780
Color Calc. mode: Replace

UI Polygon
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 000020C8
Color Calc. mode: Replace

UI Polyline
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 000020F8
Color Calc. mode: Replace
FMV
Sprite Type = 0
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled
Window disabled whole screen
Color RAM Offset = 4

System Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 255

Character Select
Sprite Type = 6
VDP1 Framebuffer Data Format = RGB and palette
Transparent Shadow Enabled
Sprite Window Enabled
Window disabled whole screen
Color RAM Offset = 4

2D/3D Game
Sprite Type = 6
VDP1 Framebuffer Data Format = Palette only
Transparent Shadow Enabled
Window disabled whole screen

System Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 255
NOYES

2D/3D Game
Elemento que se solapan con transparentes
Top First layer
Mesh only affect a VDP2 Sprite layers ? If possible restricted??
Distorted Sprite
x1 = -28, y1 = 190, x2 = 50, y2 = 190
x3 = 50, y3 = 221, x4 = -28, y4 = 221
Texture address = 0003FF00
Texture width = 80, height = 32
Texture read direction: Normal
Pre-clipping Enabled
Mesh Enabled
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00001800
Color Calc. mode: Replace
NONONO ?

Possible in more forward levels in VDP2 RGB0 or Top Screen Layer.
YES

Character select
Polygon
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000098
Color Calc. mode: Replace

2D/3D Game
Traje prota
Distorted Sprite
Texture address = 0000A000
Texture width = 16, height = 64
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 0000D000
Color Calc. mode: Replace

Disparos
Distorted Sprite
Texture address = 0006D580
Texture width = 64, height = 64
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 0000C200
Color Calc. mode: Replace

Explosiones
Distorted Sprite
Texture address = 00053480
Texture width = 32, height = 32
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 0000C200
Color Calc. mode: Replace

Efectos
Distorted Sprite
x1 = 168, y1 = 153, x2 = 232, y2 = 153
x3 = 232, y3 = 196, x4 = 168, y4 = 196
Texture address = 00053D80
Texture width = 48, height = 32
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 0000C280
Color Calc. mode: Replace
Main menu

Character select
NBG0 mode
16-bit(32,768 colors)
Bitmap(512x256)

2D/3D Game
NBG0 mode
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 2H x 1V
Pattern Name data size = 2 words
Plane A Address = 0003C000
Plane B Address = 0003C000
Plane C Address = 0003C000
Plane D Address = 0003C000
Screen Scroll x = -438, y = -170
Coordinate Increments x = 1,000000, y = 1,000000
Horizontal Reduction = 1/2
Window disabled whole screen
Color Ram Address Offset = 0
Special Priority Mode 1 used(per tile)
Priority = 4

Special Color Calculation 0

NBG1
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 2H x 1V
Pattern Name data size = 2 words
Plane A Address = 0003E000
Plane B Address = 0003E000
Plane C Address = 0003E000
Plane D Address = 0003E000
Screen Scroll x = 0, y = 0
Coordinate Increments x = 1,000000, y = 1,000000
Horizontal Reduction = 1/2
Line Zoom X enabled
Line Scroll Vertical enabled
Line Scroll Horizontal enabled
Line Scroll Enabled
Line Scroll Table Address = 05E7B000
Line Scroll Interval = Each Line
Window disabled whole screen
Color Ram Address Offset = 200
Special Priority Mode 1 used(per tile)
Priority = 2

Special Color Calculation 0
YES

Fade Black / Color ink full screen
Color offset in sprite, back and layers screen
Polygon
x1 = 0, y1 = 220, x2 = 319, y2 = 220
x3 = 319, y3 = 255, x4 = 0, y4 = 255
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000000
Color Calc. mode: Replace

Options / Character Select
Sprite Type = 6
VDP1 Framebuffer Data Format = RGB and palette
Transparent Shadow Enabled
Sprite Window Enabled
Window disabled whole scr

2D/3D Game
Sprite Type = 6
VDP1 Framebuffer Data Format = Palette only
Transparent Shadow Enabled
Window disabled whole screen

Sprite Screen
Color Calculation Enabled
Color Calculation Condition = Priority == CC Condition Number
Color Calculation Condition Number = 5
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 = 5
Priority 2 = 0
Priority 3 = 4
Priority 4 = 3
Priority 5 = 5
Priority 6 = 0
Priority 7 = 0


FMV / Main menu / Character Select / 2D/3D Game
Display Resolution = 320 x 256(PAL)
Interlace Mode = Non-Interlace
XX 2D / 3D / FMVSignals in Yabause

0% code memory
21% Registers On
CD-DA

Yabause signals
DSP
45% Registers
XCinepack / PCM24 bit color RGB
Resolution: 320 x 224
FPS: 600.000
Codec: ffcvid

Bit rate: 705 kbps
Rate: 22050 Hz
Channels: 2
VDP1
Distorted Sprite
x1 = 0, y1 = 0, x2 = 319, y2 = 0
x3 = 319, y3 = 254, x4 = 0, y4 = 254
Texture address = 00008000
Texture width = 320, height = 224
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
60FPSYabause: 300 max aprox

Maybe more, more forward levels

@60 = 18.000
NORAM (L/H)
60/55%

VRAM VDP1 (Tex+CLUT+Gouraud) 90%

VRAM VDP2 (layers / color)
55/60%
ExclusiveTraduce from Japanese
Main programmer: Masaaki Ukyo
System programmer: I am sorry.
Miscellaneous programmer: Lying dragon
Background graphic: Koichi Kimura
Character graphic: Takahiko Kikuchi, Tsunehisa Kanega, Naoki Kitagawa, Takeshi Nakazawa, Yoshihisa Tanaka
Sound creators: Katsuhiko Suzuki, Norio Hanzawa, Satoshi Murata
Only analize Level 1 and 2
42
Robo-PitAltronAltron1996-02-163D Robot FightingYabause(0.9.15) / SFF(0.10)Menu
Scaled Sprite
Zoom Point: Center-center
Texture width = 320, height = 240
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

Polyline
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Non-textured color: C000
Color Calc. mode: Replace

Polygon
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Non-textured color: C020
Color Calc. mode: Replace

3D Game
Polygon
Pre-clipping Enabled
Mesh Enabled
Color mode: 15 BPP(RGB)
Non-textured color: DAA0
Color Calc. mode: Replace

Scaled Sprite
Zoom Point: Center-center
Texture width = 48, height = 48
Texture read direction: Normal
Pre-clipping Enabled
Mesh Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
FMV/Menu
Sprite Type = 3
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled
Window disabled whole screen

System Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 239
YES

Scenary / Texture parts
Distorted Sprite
x1 = 61, y1 = 44, x2 = 58, y2 = 74
x3 = 87, y3 = 93, x4 = 91, y4 = 60
Texture address = 00046760
Texture width = 64, height = 64
Texture read direction: Normal
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0007FF68

Character Flat Parts
Polygon
x1 = -102, y1 = 23, x2 = -107, y2 = 37
x3 = -100, y3 = 40, x4 = -94, y4 = 19
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 000400D0
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 00070140
YES

Menu
Polygon
x1 = -138, y1 = -73, x2 = -16, y2 = -73
x3 = -16, y3 = 23, x4 = -138, y4 = 23
Pre-clipping Enabled
Mesh Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Non-textured color: 8842
Color Calc. mode: Replace

3D Game
Shield Polygon
Pre-clipping Enabled
Mesh Enabled
Color mode: 15 BPP(RGB)
Non-textured color: DAA0
Color Calc. mode: Replace

Shadow Distorted Sprite
Texture address = 00052760
Texture width = 48, height = 48
Texture read direction: Reversed horizontal
Pre-clipping Enabled
Mesh Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

Explosions in battle
Distorted Sprite
Texture address = 000294E0
Texture width = 64, height = 64
Texture read direction: Normal
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Mesh Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
YES

1 Light Parallell Static Source not Color Flat / Gouraud
YES

Explosions end battle
Scaled Sprite
Zoom Point: Center-center
xa = 7, ya = -19, xb = 88, yb = 88
Texture address = 0002B4E0
Texture width = 64, height = 64
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/Half-transparent

Slow motion final? PSX also slow down at the end
How many?? 16
Many levels?? 16 or less?
NO
NOMenu
Text NBG0 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

Background NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

3D Game
UI Text NBG0 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

Background NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

Floor RBG1 Using Parameter A
Coefficient Table Enabled(Mode 0)
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 2H x 2V
NODisplay Resolution = 320 x 240(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause
30% Memory
26% Registers
X CD-XAXCinepack / PCMIntro
24bits RGB
Resolution: 320 x 224
FPS: 30.000

Bit rate: 352 kbps
Rate: 44100 Hz
Channels: 1
VDP1
Distorted Sprite
x1 = -160, y1 = -112, x2 = 159, y2 = -112
x3 = 159, y3 = 111, x4 = -160, y4 = 111
Texture address = 00000800
Texture width = 320, height = 224
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
20/30FPSYabause: 764

@30 = 22.920

Number of polys similar to PSX
RAM (L/H)
75/60%

VRAM VDP1 (Tex+CLUT+Gouraud)
65%

VRAM VDP2 (layers / color)
50/60%
Simultaneous PSX/SS
PSX base

Muy parecidos. Diferencias que delatan cierto intento en personalizar version SS.
Menos Transparencias. Menos Gourand. Menos efectos de particulas en general: Humo, polvo por ejemplo.
FMV calidad por diferente codec. Resolucion, color y FPS igual, Sonido practicamente igual.

PSX J 1996-01-13 / SS J 1996-02-16
Game Concept: Makoto Kitano
Programmer:
Kozo Nishio
Robot Designer: Makoto Kitano
Stage Designer: Norimasa Kawano
Robot Animation: Kozo Nishio
CG Animation: Kitano Makoto
Sound Designer:
Kiyohiro Sada
Music Composer: Minako Adachi

Executive Producer:
Masao Kuwabara
43
Death MaskVantan InternationalElectric Dreams Inc.1996-02-16Video Aventure FMVYabause(0.9.15) / SFF(0.10)Scaled Sprite
Zoom Point: Center-center
xa = 8, ya = 40, xb = 192, yb = 16
Texture address = 00005780
Texture width = 192, height = 16
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
Sprite Type = 3
VDP1 Framebuffer Data Format = RGB and palette

System Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 239
NONONONONONONBG0 mode
16-bit(32,768 colors)
Bitmap(512x256)

NBG1 16-bit(32,768 colors)
Bitmap(512x256)
YES

Fade Black
Color Offset
SD

Display Resolution = 320 x 240(PAL)
Interlace Mode = Non-Interlace
XX 2D / FMVXDUCK / PCM

.trm
15bits RGB
Resolution: 320 x 192
Bit rate: 696 kbps
FPS: 15.000

Bit rate: 352 kbps
Rate: 22050 Hz
Channels: 1
VDP2 Alternative

NBG0 mode
16-bit(32,768 colors)
Bitmap(512x256)

NBG1
16-bit(32,768 colors)
Bitmap(512x256)
15/60FPSYabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port DOS: Angel Devoid: Face of the Enemy

to SS/PSX

Muy suave.

Releases PSX J 1996-02-09 / SS E 1996-02-16
Solo Japon
44
J. League Pro Soccer Club o Tsukurou!SEGAAM61996-02-23Football ManagerYabause(0.9.15) / SFF(0.10) / mednafen 0.9.xYESNOYESYES XX 3D / FMV ?Signals in Yabause

?% Memory
?% registers ON
?XCinepack / PCM30FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive
45
Sea Bass FishingVictor EntertainmentVictor Entertainment1996-02-23Sports Fishing??Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
46
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

Fondo carga
NBG0 mode 16-bit(32,768 colors)
Tile(2H x 2V) Plane Size = 2H x 2V

Game3D
Fondo total RBG0
Using Parameter A 8-bit(256 colors)
Tile(2H x 2V) Plane Size = 1H x 1V
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
15/25FPSYabause: 840


@15 = 12.600
@25 = 21.000
@30 = 25.200

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.
47
Congo: The Movie - The Lost City of ZinjSEGAJumpin' Jack Software / Sega Away Team1996-03-07FPSYabause(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
Distorted Sprite
x1 = -63, y1 = 116, x2 = 54, y2 = 116
x3 = 40, y3 = 160, x4 = -63, y4 = 160
Texture address = 0003BEC0
Texture width = 120, height = 54
Texture read direction: Normal
Transparent Pixel Enabled
Color mode: 8 BPP(128 color bank)
Color bank: 00001000
Color Calc. mode: Replace

Polygon
x1 = 217, y1 = 170, x2 = 216, y2 = 173
x3 = 216, y3 = 172, x4 = 216, y4 = 172
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00040030
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 = 319, y2 = 239
YES

Scenary
Distorted Sprite
x1 = 340, y1 = 111, x2 = 347, y2 = 113
x3 = 331, y3 = 107, x4 = 324, y4 = 103
Texture address = 0000A440
Texture width = 32, height = 32
Texture read direction: Normal
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 000089D8

2D Plants
Distorted Sprite
x1 = 319, y1 = 97, x2 = 342, y2 = 97
x3 = 340, y3 = 106, x4 = 317, y4 = 106
Texture address = 00019AA0
Texture width = 64, height = 42
Texture read direction: Normal
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00019A80
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 000089B8

Polygon
x1 = 214, y1 = 178, x2 = 214, y2 = 173
x3 = 217, y3 = 172, x4 = 218, y4 = 177
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00061080
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 00007FB8
NOYES


1 Light Bake Flat/Gouraud in Escenary

1 Light Parallell Static source light not colored Flat/Gouraud in Hand Weapon and 3D assets
YES

Shadows enemies
Distorted Sprite
x1 = 191, y1 = 205, x2 = 235, y2 = 204
x3 = 248, y3 = 212, x4 = 201, y4 = 214
Texture address = 000353E0
Texture width = 48, height = 42
Texture read direction: Normal
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00027080
Color Calc. mode: Replace/Half-transparent

Smoke Fire
Distorted Sprite
x1 = 169, y1 = 122, x2 = 193, y2 = 122
x3 = 193, y3 = 146, x4 = 169, y4 = 146
Texture address = 00028420
Texture width = 32, height = 32
Texture read direction: Normal
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00027020
Color Calc. mode: Replace/Half-transparent
YES

Degrade horizon to dark
YES ?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

Layer over FG NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

UI + Map Transp + Ink color FS / Radar Pause
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
YES

Fade Black in out
Polygon
319, 239
Pre-clipping Enabled
End Code Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00000000
Color Calc. mode: Replace

Fade Black whit color calculation
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 240(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause

FMV 20% code and registers
X CD-XAXDUCK / Duck Audio
32 bits color
Resolution: 720 x 486 (smplayer) 320(160) x 196 (VLC)
Bit rate: 1498 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
30FPS?Yabause: 644

@30 = 19.320
@60 = 38.640
YES ?RAM (L/H)
70/65%

VRAM VDP1 (Tex+CLUT+Gouraud) 65%

VRAM VDP2
(layers / color) 75/65%
ExclusiveGame Developed by Jumpin' Jack Software, Inc. Novato, CA, http://www.jumpinjack.com
Programming Eric Hammond, Robert Leyland, Steve Scholl
Design Consultant Josh Gordon
Design Steven Apour, Greg Fleming, Eric Hammond, Robert Leyland, Steve Scholl
Computer Graphics John Broenen, Bill Fletcher, Dan Goldman, Tom Grevera, Gregory D. Hammond (as Greg Hammond), Jason Ibanez, Jim Nichelini, Madeline Preisner, Brian Ransom, Arlin Robins
Sound FX LoudMouth, Eric Hammond
Music — Sega Music Group
Music Written and Produced David Young, Brad Kaiser
Executive Producer Spencer N. Nilsen (as Spencer Nilsen)
Additional Writing and Performing Jennifer Hruska
Mixed David Young, Brad Kaiser, Spencer N. Nilsen (as Spencer Nilsen)
Samples and Sound Design Jennifer Hruska
Keyboards Arranged and Performed David Young
Drums and Percussion Arranged and Performed Brad Kaiser
Recorded, Mixed and Mastered at Sega Music Group Studios, Brad Kaiser uses Zildjian Cymbals and Sticks
Game Production
Jumpin' Jack Producer Lawrence Berkin
FMV
Compression Engineers Eric Caplain, Katy Weathers (as Katie Weathers)
Hardware Engineer Renee Greenwood
Software Engineer Gail Tsujita
48
GunGriffonGame Arts/ESPGame Arts1996-03-153D Robot FPSuoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10)YES

Smoke

Explosions

UI

Fog horizon to VDP2
YES

1 Light Estatic sourcing not color Flat
NOYES

VDP1 color LUT pallete light variations for 3D elements

+

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 Foreground
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 Foreground
YES

Fade

Night vision effect ?
HD in menus ?XX 3D / FMV?X CD-XAXDUCK / Duck Audio

And

MPEG (Japanese)
32 bits RGB

Resolution: 320 x 240
Bit rate: 1377 kbps
FPS: 15.000

Bit rate: 177 kbps
Rate: 22050 Hz
Channels: 2

MPEG
?
VDP1
Nothing

VDP2
Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace

Sprite Type = 7
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled
Window disabled whole screen

NBG0 mode
32-bit(16.7 mil colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
Pattern Name data size = 2 words

MPEG
?
30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
ExclusiveDirectorTakeshi Miyaji
Main ProgrammerKenichi Hamada
Sub ProgrammersHideki Kanai, Toshimichi Masubuchi, Hiroyuki Koyama
Game Data CreationOsamu Harada, Kenichi Hamada, Kenichi Niwano
Model AnimatorOsamu Harada, Hideki Kanai
Visual CoordinatorHidenobu Takahashi
Texture DrawingAkihisa Sako, Daiki Sato, Kentaro Yokokawa
Background DesignerAkihisa Sako, Kentaro Yokokawa
Special Effects CreationDaiki Sato
Visual DesignerMasatoshi Azumi
Visual Design AssistantAkihisa Sako
Sound System ProgrammerAri Kamijō
Sound Effects ProgrammerAkio Matsuda
Sound Treatments & StrategiesTakahiro Nishi
TrueMotion S Data CreationToshimichi Masubuchi
Situational DesignerAtsutoshi Okada
Bee‑Craft (A.W.G.S. Design)Takahiro Yamada, Junichi Akutsu, Shigeru Hirobe
3D ModelingWataru Kanagawa
CG Links Corp. (Opening & Ending)Mikitaka Kurasawa, Yoshihisa Hirano, Ikuo Nishii, Takahiro Takenaka, Norio Saito, Ken Otani, Teruyuki Nagoshi, Kaori Saito, Tatsuya Ezaki, Masabumi Tanaka
Umigame JimushoHiroyuki Hayashi
Equity EntertainmentShinji Suzuki
All Songs Composed & Arranged byMotoaki Takenouchi
Recording & Mixing EngineerAtsushi Kobayashi
ManipulatorTeruo Konishi
Two Five (Sound Production)Isao Mizoguchi, Satoshi Takano
Youmex Studio (Narration Recording)Kazuhiko Inomata, Minoru Kasono
NarratorKeiichi Noda
Marking DesignIkusa Bune
Data ResearchTakuya Osamura, Akira Kashiwagi, Shingo Hayakawa
Special Thanks forYūzō Sunaga, Akira Kashiwagi, Satoshi Yoshida, Kazuyuki Ohata, Takahiro Okano, Takashi Kato, Masahiko Ikeya, Mitsuhiro Mazda, Tomoyuki Shimada
SalesRika Okabe, Yumi Sugaya, Youhei Ogawa
ProducerToshiyuki Uchida
Executive ProducerYouichi Miyagi
Presented byGame Arts Corp.
49
CriticomVIC TokaiKronos Digital Entertainment / Point of View1996-03-20Fighting 3DYabause(0.9.15) / SFF(0.10)Menus
Scaled Sprite
Zoom Point: Center-center
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00072C00
Color Calc. mode: Replace

Scaled Sprite
Zoom Point: Center-center
Color mode: 8 BPP(256 color bank)
Color bank: 00012000
Color Calc. mode: Replace

3D Game
Polygon
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Non-textured color: 8473
Color Calc. mode: Replace

Distorted Sprite
Texture width = 16, height = 32
Texture read direction: Normal
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

Distorted Sprite
Texture width = 32, height = 32
Texture read direction: Reversed horizontal and vertical
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00000800
Color Calc. mode: Replace
Intro logos / FMV / 3D Game / Menu

System Clipping
x1 = 0, y1 = 0, x2 = 351, y2 = 239

Sprite Type = 3
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled
Window disabled whole screen




YES

Fighters
Distorted Sprite
x1 = -74, y1 = 26, x2 = -67, y2 = 28
x3 = -68, y3 = 40, x4 = -74, y4 = 36
Texture address = 00055E40
Texture width = 16, height = 32
Texture read direction: Normal
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0007F990

Polygon
x1 = -27, y1 = -6, x2 = -34, y2 = 1
x3 = -46, y3 = 2, x4 = -43, y4 = -9
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Non-textured color: 9483
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0007F910

YES

UI, Human Shadows
Polygon
x1 = -36, y1 = 69, x2 = -19, y2 = 56
x3 = -40, y3 = 65, x4 = -40, y4 = 65
Pre-clipping Enabled
Mesh Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00044108
Color Calc. mode: Replace
YES

1 Light Parallell Static Source ? Not Color Flat/Gouraud

Flat/Gouraund in Fighters and scenary.
YES

Shoulders Girl
Polygon
x1 = -67, y1 = -16, x2 = -67, y2 = -17
x3 = -57, y3 = -16, x4 = -55, y4 = -15
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Non-textured color: A8D5
Color Calc. mode: Replace/Half-transparent

NO
Menus
NBG1 8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V

Choose player
NBG3 8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V

Fondo total
NBG0 mode
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V

Fondo detalle
NBG1 8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V
YES

Fade Black
Color Offset Sprite screen, Back screen and layers
SD
Intro logos / FMV / Menus / 3D Game
Display Resolution = 352 x 240(NTSC)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause

Registers y codigo en Memory
X CD-XAXCinepack / PCM24bits RGB

Resolution: 320 x 144
FPS: 15.000

Bit rate: 896 kbps
Rate: 28000 Hz
Channels: 2
VDP1
Distorted Sprite
x1 = -165, y1 = -78, x2 = 164, y2 = -78
x3 = 164, y3 = 77, x4 = -165, y4 = 77
Texture address = 00008000
Texture width = 320, height = 144
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
30FPS?Yabause: 684

@30 = 20.520
@60 = 41.040
RAM (L/H) 60/60%
VRAM VDP1 (Tex+CLUT+Gouraud) 90%
VRAM VDP2 (layers / color) 40/100%
Port PSX

512x240x16@30/60 fluido
Gouraud Lighting color 1 o 2 source ligths.
Parece q hay + Gouraud en algunos luchadores.
Paleta color mas equilibrada, brillante, profundidad y menos blanca. Usa dithering PSX, mas sensacion color.
Fondos en 3D, con elementos.
Más transparencias en UI. Sombras opacas.
Seleccion luchador diferente. Carga Loading diferente
FMV 320x240x24 FPS? MJPEG
Cantidad de poligonos en personajes y tatami igual.

Releases PSX U 1995-11-15 / SS U 1996-03-20
Credits ?
50
Panzer Dragoon ZweiSEGATeam Andromeda1996-03-223D Shoot-'em-Up on RailYabause(0.9.15) / SFF(0.10)YES

Radar
Algo +?
?YES

H-T Disparos
?YES ?

Sombra de enemigos en nivel de bosque.
Enemigo final bajo agua

Color mode: ?
Agua igual, reflejo de boss sobre agua(VDP1 bajo esta capa) y transparente cuando debajo (VDP1 bajo esta capa)YES ?????Cinepack ? PCM ???60FPS
(Only cutscene)

Rest game 30FPS
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive
51
Defcon 5GT InteractiveMillennium Interactive1996-03-22FPS / FMV / AdventureYabause(0.9.15) / SFF(0.10) / medanafen 0,4xNormal Sprite / Distorted Sprite
...
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
...
Color mode: 4 BPP(16 color LUT)
Color lookup table: 000070E0
Color Calc. mode: Replace

Walls Distorted Sprite
x1 = 21, y1 = -98, x2 = 21, y2 = 98
x3 = 21, y3 = 98, x4 = 21, y4 = -98
Texture address = 0006FAF0
Texture width = 64, height = 1
Texture read direction: Normal
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Color mode: 8 BPP(256 color bank)
Color bank: 00000800
Color Calc. mode: Replace

Normal Sprite
Texture width = 240, height = 240
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Color mode: 8 BPP(256 color bank)
Color bank: 00000000
Color Calc. mode: Replace

Polygon
x1 = -90, y1 = -75, x2 = -84, y2 = -75
x3 = -84, y3 = -49, x4 = -90, y4 = -49
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Color mode: 4 BPP(16 color bank)
Color bank: 00041400
Color Calc. mode: Replace
Sprite Type = 1
VDP1 Framebuffer Data Format = RGB and palette

No clipping system or local
YES ?

Possible more advanced game
?

Possible more advanced game
YES

1 Light Static Not Color Flat ?
No usa VDP2 ?

Possible in menus games more advanced game
YES

Degrade distance horizon in levels
NONo usa VDP2 ?

Possible in menus games more advanced game
YES

Fade Black
Color Offset in Back and Sprite Screens

Possible in menus games more advanced game
SD

Display Resolution = 320 x 240(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVX CD-XAXCinepack / PCM24 Bits color
Resolution: 320 x 240
FPS: 30.000

Bit rate: 352 kbps
Rate: 22050 Hz
Channels: 1
VDP1
Distorted Sprite Texture width = 320, height = 240 Color mode: 15 BPP(RGB)
15/30FPS?Yabause:

@30 =
@60 =
RAM (L/H) 40/85% VRAM VDP1 (Tex+CLUT+Gouraud) 75%
VRAM VDP2 (layers / color) 20/100%
PC original. Port PSX version.

Mejor FMV, compresion, color y sonido.
PSX 3D mas suave y alguna transparencia. Disparo, posible transparencia en SS.

Release E PSX 1995-11-24 / 3DO 1996-05-17
Distribuye PSX original Psynosys. Estudio despues pasa a Sony.

Yabause peta en los FMV
52
Dragon ForceSEGASega CS / J-Force1996-03-29RPGYabause(0.9.15) / SFF(0.10)YES ?
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
53
Magic CarpetEABullfrog / Port: Krisalis Software1996-03-29Shoot-'em-UpYabause(0.9.15) / SFF(0.10)3D Game
Distorted Sprite
Texture address = 00078180
Texture width = 16, height = 16
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00074A80
Color Calc. mode: Replace

Normal Sprite
x = 160, y = 60
Texture address = 00025980
Texture width = 8, height = 7
Texture read direction: Normal
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

Normal Sprite
x = 190, y = 176
Texture address = 000212C0
Texture width = 16, height = 20
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00001800
Color Calc. mode: Replace

Distorted Sprite
x1 = 198, y1 = 66, x2 = 148, y2 = 66
x3 = 148, y3 = 97, x4 = 198, y4 = 97
Texture address = 00026950
Texture width = 104, height = 59
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace





FMV / 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 = 351, y2 = 223
NOYES

Shadows
Distorted Sprite
x1 = 52, y1 = 261, x2 = 85, y2 = 261
x3 = 85, y3 = 255, x4 = 52, y4 = 255
Texture address = 00021AA0
Texture width = 32, height = 26
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: 00077600
Color Calc. mode: Replace
YES

1 Light Parallell Static Source not Color Flat.

Terrain and 3D Assets
YES

Blue shots
Distorted Sprite
x1 = 53, y1 = 105, x2 = 57, y2 = 105
x3 = 57, y3 = 109, x4 = 53, y4 = 109
Texture address = 000277A0
Texture width = 32, height = 26
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00072720
Color Calc. mode: Replace/Half-transparent
YES

VDP1 Color LUT 4/5 shades blend to foregorund horizon
Distorted Sprite
x1 = 135, y1 = 109, x2 = 149, y2 = 117
x3 = 141, y3 = 116, x4 = 126, y4 = 109
Texture address = 00078180
Texture width = 16, height = 16
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00074A80
Color Calc. mode: Replace
YES

Menu letters
Normal Sprite
x = 96, y = 115
Texture address = 0002AF00
Texture width = 16, height = 20
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00000800
Color Calc. mode: Replace
Menus
mode
32-bit(16.7 mil 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 = 5
Color Calculation Enabled
Special Color Calculation Mode = 0
Color Calculation Ratio = 31:1

3D Game
Foreground
RBG0 Using Parameter A
8-bit(256 colors)
Bitmap(512x512)
Bitmap Address = 0
Bitmap Palette Address = 0
Window disabled whole screen
Color Ram Address Offset = 100
Priority = 4
Color Offset A Enabled
R = 0, G = 0, B = 0
Special Color Calculation 0
YES

Fade black and ink damage
Color offset A
Polygon
x1 = 0, y1 = 100, x2 = 351, y2 = 100
x3 = 351, y3 = 223, x4 = 0, y4 = 223
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Non-textured color: 0000
Color Calc. mode: Replace

Menu
Color Calculation Enabled
Color Calculation Condition = Color Data MSB
Color Calculation Ratio 0 = 24:8 > 31:1

Color Calculation Ratio 7 = 24:8 > 31:1
Priority 0 = 6
...
Priority 7 = 6

NBG0
Color Offset A Enabled
R = -59, G = -59, B = -59
Special Color Calculation 0
FMV / 3D Game
Display Resolution = 352 x 224(PAL)
Interlace Mode = Non-Interlace
X X 3D / FMVX CD-DA

DSP on SSF
XDUCK / Duck Audio15 bit RGB

Resolución: 320 x 200
Relación de aspecto: 2
Tasa de bits: 1382 kbps
Imágenes por segundo: 15.000

Tasa de bits: 177 kbps
Tasa: 44100 Hz
Canales: 1
Códec seleccionado: ffadpcmimadk4
VDP1
Distorted Sprite
x1 = 15, y1 = 11, x2 = 334, y2 = 11
x3 = 334, y3 = 210, x4 = 15, y4 = 210
Texture address = 00060C00
Texture width = 320, height = 200
Texture read direction: Normal
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
15/30FPSYabause: 500

@30 = 15.000
@60 = 30.000
RAM (L/H)
70/65%

VRAM VDP1 (Tex+CLUT+Gouraud)
90%

VRAM VDP2 (layers / color)
50/60%
Simultaneous whit possible PSX base

Less levels. 70 SS vs 75 PSX and PC.
Less transparency. Only Blue Shots.
No Gouraud?
Quality FMV, different codec. Same FPS and Audio.
Low frame rate, and inconsistent. Lag input control.
Different control scheme.
Gouraud in terrain light static and 3D assets.
Foreground different. PSX 3D clouds Gouraud, colour. SS 2D rotated foreground like original.

PSX J 1996-03-15 / SS E 1996-03-29


Playstation Conversion by: Krisalis Software Ltd.
ProgrammerSimeon Pashley
Additional ArtDarren Hebden, Phillip Hackney
Additional SoundJohn Avery
Original PC Version Designed by Bullfrog Productions Ltd.
ProducerSean Cooper
Lead Programmers Sean Cooper, Mark Huntley
Engine ProgrammerGlenn Corpes
ProgrammersSimon Carter, Phillip Jones
Lead ArtistFindlay McGechie
Graphics and Art ConceptsPaul McLaughlin, Mike Man, Mark Healey, Eoin Rogan, Barry Meade, Tony Dawson
Introductory SequenceChris Hill
Introductory SupportMike Man, Paul McLaughlin, Eoin Rogan, Sean Masterson
Level Concepts and ArchitecturesSean Masterson
Level DesignBarry Meade, Alex Trowers, Jonty Barnes, Daniel Russell
Sound and MusicRussell Shaw
Game TestersAndrew Cakebread, Mike Diskett, Kevin Donkin, Mark Lamport, Tristan Paramor, Nathan Smethurst, Mark Webley
Executive ProducerPeter Molyneux

Playstation Conversion by: Krisalis Software Ltd.
ProgrammerJay Butler
Additional ArtDarren Hebden, Phillip Hackney
Additional SoundJohn Avery
54
Skeleton Warriors PlaymatesNeversoft1996-04-16Platforms 2D / 3DuoYabause(0.4.6) / SFF(0.10)Suelo que pisa y elementos pantalla dibujados por VDP1
Solo veo que usa VDP2 transparencia, plano superior. YES ??????Cinepack ? PCM ? buena calidad y suave.Video pantalla completa 30FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

Sombra suelo transparente. Alguna transparencia mas?

PSX U 1996-04-10 / SS U1996-04-16 E 1996-09-04
Suelo que pisa y elementos pantalla dibujados por VDP1
Podrían recibir transparencia VDP1>VDP1 o modo sombra, fácilmente en muchos elementos.
A unas malas, usar VDP1>VDP2 trans, y cuando transp VDP2 en frente, pasar elementos trans VDP1>VDP2 a “mesh”.
Motor 2D, desaprovecha half-trans del VDP1 o modo sombras, para protagonista o efectos.
55
ShellshockCore DesignCore Design1996-04-19FPS TankOnly menus and intros: Yabause(0.9.15) / medanafen (0.9.45)

All game and 3D:
SSF (0.10)
Only element list command

Polygon
x1 = 0, y1 = 162, x2 = 319, y2 = 162
x3 = 319, y3 = 220, x4 = 0, y4 = 220
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Non-textured color: 0000
Color Calc. mode: Replace
Sprite Type = 0
VDP1 Framebuffer Data Format = RGB and palette

User Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 223
NO ?YES

Explosions, smoke, shadows
NO ?YES ?

VDP1>VDP Radar UI elements
YES

Depth Cueing VDP1 Scenary gradient to Black foregorund
?NBG0 mode
8-bit(256 colors)
Bitmap(512x256)

NBG1
8-bit(256 colors)
Bitmap(512x256)
Bitmap Address = 0
Bitmap Palette Address = 20
Screen Scroll x = -478, y = 0
YES

Color Offset A Enabled
R = -224, G = -224, B = -224
SD

Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in YabauseX CD-XAXCinepack / PCM24 bit color RGB
Resolution: 304 x 200
FPS: 24.000

Bit rate: 178 kbps
Rate: 22254 Hz
Channels: 1
VDP1?
30FPS?Yabause:

@30 =
@60 =

Polys count similar to PSX
RAM(L/H) 25/60%

VRAM VDP1 80% (Tex+CLUT+Gouraud)

VRAM VDP2 20/100% layers/color
Simultaneous PSX/SS

?

PSX E 19 April 1996-04-19 / SS 1996-04-19
Lead Programmer: Mansoor Nusrat
Network Game Programming: David Muir
Saturn Coversion John Kirkland
Presentation Programming: David Long
Support Programmers: Mark “Mac” Avory, Sean Dunlevy, Martin Gibbins, John Kirkland, Derek Leigh-Gilchrist, Chris Long

Production Design and Graphics: Simons Phipps

Game Design: Simons Phipps, Guy Mille, ansoor Nusrat, Martin Iveson, James Ryman, Mark Price, Adrian Smith

Mission Design: Titsiano Cirllo, Guy Miller, Jamie Morton, Simon Phipps, Darren Price, David Ward

Music and Sound Effects: Martin Iveson

Executive Producer: Jeremy Smith
Render 3D software o hardware?
56
Rockman X3CapcomKonami1996-04-26 Action / PlatformerYabause(0.9.15) / SFF(0.10)Cinepack ? / PCM ?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

Very similar. Different resolution to game.

PSX J 1996-04-26 / SS J 1996-04-26
57
Story of thor 2SEGAAncient1996-04-26RPG 2D30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive
58
Virtual GolfCore DesignCore Design1996-04-29GolfOnly menus and intros: Yabause(0.9.15) / medanafen ( 0.9.45)

All game and 3D:
SSF (0.10)
Polygon
Color mode: 4 BPP(16 color bank)

Scaled Sprite
Texture width = 88, height = 29
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading

Distorted Sprite
Texture width = 32, height = 32
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
Sprite Type = 0
VDP1 Framebuffer Data Format = RGB and palette

System Clipping
x1 = 0, y1 = 0, x2 = 320, y2 = 224
YES

Efecto niebla en arboles/nubes fondo
Scaled Sprite
Texture width = 88, height = 29
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading

Distorted Sprite
Texture width = 32, height = 32
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
YES

Sombra jugador
Scaled Sprite
Texture width = 72, height = 16
Mesh Enabled
Color mode: 15 BPP(RGB)

CicleForce bar
VDP2 NBG1
YES

1 Light Parallell Static Source ? Not Color Gouraud
YES

VDP1>VDP1 Linea disparo sobre mapa
Line
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading/Gouraud Shading + Half-transparent
YES

Degradado horizonte ?
NOFondo NBG0 mode
8-bit(256 colors)
Bitmap(512x256)
Bitmap Address = 40000
Bitmap Palette Address = 0

UI NBG1
8-bit(256 colors)
Bitmap(512x256)
Bitmap Address = 60000
Bitmap Palette Address = 10
Screen Scroll x = 0, y = 0
NOSD

Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
X 3D / FMVXX CD-XAXCinepack / PCM24 bit color RGB
Resolution: 320 x 200
FPS: 30.000

Bit rate: 356 kbps
Rate: 22254 Hz
Channels: 1
VDP1?
30FPS?Yabause:

@30 =
@60 =

Polys count similar to PSX
RAM(L/H)
40/50%

VRAM VDP1 (Tex+CLUT+Gouraud)
90%

VRAM VDP2
(layers/color)
10/40%
Development Simultaneous?
first en SS before port a PSX

?

PSX E 1996-09-27 / SS 1997-04-29
Producer Jeremy Heath-Smith
Operations Director Adrian E. Smith

Programmer Jon Hilliard

Graphic Artists Jason Gee, Jerry Blair-Oldreive, James Ryman, Brian Tomczyk

Coding Support Paul Douglas, David Long

Course Designer Simon Berry

Music Martin Iveson
Sound Effects Martin Iveson

Quality Control Troy Horton, Jamie Morton, Darren Price, David Ward, Tiziano Cirillo
Thanks forMark, Andrew, Richard
59
Return FireWilliams EntertainmentProlific1996-04-29 2.5D Action game30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port 3DO
60
Keio Flying Squadron 2Victor EntertainmentVictor Entertainment1996-05-17Platforms / Shooting 2DYabause(0.9.15) / SFF(0.10)YES

Vapor de agua, linternas malos, pompa fase agua. VDP1>VDP1 256 color?
Vapor agua catarata VDP1>VDP2?
Luz linterna /pompa aire VDP1>VDP1
Cataratas transparentes, efecto bajo agua... capa VDP2… o VDP1>VDP2?
Cataratas trans/efecto bajo agua VDP2>todo primer plano
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive. Port Arcade?

61
Slam 'N Jam '96 featuring Magic & KareemCrystal DynamicsLeft Field Productions1996-05-22BasketballYabause(0.9.15) / SFF(0.10)NONONONO ?NOYES

VDP1>VDP2 YES
Reflejos publicidad, canasta, zapatos, balon. Y sombras

Color mode: ?
VDP2 Transparencia UIYES

VDP2 Transparencia UI

General
Capa sprites VDP1
?X 3DX FMVXDUCK / Duck Audio32 bit RGB
Resolution: 288 x 208
Bit rate: 1896 kbps
FPS: 15.000

Bit rate: 354 kbps
Rate: 44100 Hz
Channels: 2

VDP1 OFF

VDP2
NBG0 mode
32-bit(16.7 mil colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

Sprite Type = 3
VDP1 Framebuffer Data Format = Palette only

Display Resolution = 320 x 240(PAL)
Interlace Mode = Non-Interlace

30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

PSX U 1996-05-10 / SS 1996-05-22
62
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.
63
Loaded GremlinGremlin1996-06-01Action 3DYabause(0.9.15) / SFF(0.10)Menu/ 3D Game ??
Distorted Sprite
Texture width = 48, height = 21
Color mode: 15 BPP(RGB)

Negro techos Polygon
Color mode: 4 BPP(16 color bank)

Scaled Sprite
Zoom Point: Upper-left
Texture width = 16, height = 12
Color mode: 15 BPP(RGB)

Distorted Sprite
Texture width = 32, height = 32
Color mode: 4 BPP(16 color LUT)
Sprite Type = 0
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled
Window disabled whole screen

Menu
System Clipping
x1 = 0, y1 = 0, x2 = 351, y2 = 240

3d Game
System Clipping
x1 = 0, y1 = 0, x2 = 351, y2 = 239
YES

Menu/ 3D Game ??
Todo. Escenarios iluminacion. Letra color y brillo…
Type elements ??
NOYES

3 or + Lights Dynamic Colored and source Gouraud/Flat
YES

Menu/ 3D Game ??
Sombra, Humo, Efectos particulas, Mapa UI
Distorted sprite / Poligon
Color mode ??
Replace/Half-transparency

Distorted Sprite
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace/Half-transparent

Polygon
Pre-clipping Enabled
Color mode: 4 BPP(16 color bank)
Color Calc. mode: Replace/Half-transparent
YES ?
NOYES

Frame Buffer:
VDP1>VDP1
Foregorund actual game Pause/Inventory
No usa VDP2YES

Fade Black
Color offset in Sprite Screen
SD

Display Resolution = 352 x 240(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVX CD-DA

DSP ?
XGremlin Format

.rvd
320x240/15BPP/?FPS/
?
VDP1
Distorted Sprite
351x240
Texture 320x240
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)

Pantalla completa
20/30FPSYabause: 400 quizas lugares con más

@30 = 12.000
@60 = 24.000

Number of polys similar to PSX
?RAM(L/H) 95/75%

VRAM VDP1 90% (Tex+CLUT+Gouraud)

VRAM VDP2 50/60% layers/color
Port PSX.

Explosiones opacas en SS.
Y algunas transparencias menos. FPS menos estable.
Pero resto igual

1995-12-12 PSX → 1996-06 SS ← Medio año después PSX SS CD 01-06-1996
EQUIPO LOADED coincide con otros titulos de Gremlin: Actua soccer y Hardcore 4x4.
Andrew Chapaman, Steven Lovesey y Philip Rankin
Las únicas transparencias que se echan de menos son las explosiones.
La velocidad es muy estable, sobre los 25FPS con caídas a 20FPS.

The game was released for the Sega Saturn over a year after the PlayStation version appeared. Asked to explain this delay, Interplay producer Jeremy Airey stated, "A year ago, we were worried if the Saturn was even going to do well. As of late, [Saturn sales] have picked up. Also, when we started doing
Loaded [for the] Saturn, it looked horrible. With the new Sega libraries, Loaded looks and plays good."

Versión japonesa mejor aun?
64
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
NO NOYES

VDP1 Depth Cueing inked color bank textures to color foreground+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.
65
Fatal Fury 3SNKSIMS1996-06-28Fighting 2DYabause(0.9.15) / SFF(0.10)60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

releases
66
NHL Powerplay 96VirginRadical1996-07-02HockeyYabause(0.9.15) / SFF(0.10)VDP1 Players y Stages(menos gradas)
Usa cuadrángulos como triángulos
Usa polígonos planos de color
YES

Donde ?
Parece flat shading
(no se percibe el degradado)
YES

Cristal gradas mesh trans.
YES

1 Dynamic Light ?
NO ?YES ?

Sombras sprite animado dobles jugadores VDP1>VDP2 Modo half trans.

Color mode: ?
Suelo VDP2 Rotado
UI marcador Transparente VDP2 transparente.
Transparencia de 2 sobre 1 se anula. Sombra opaca
YES 30/60FPS?
very smooth
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port?
Arbitro en momentos concretos, no durante el partido.
Credits ?
67
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
68
Shockwave AssaultEAEA / Paradox1996-07-05FPS Spaceships 3DYabause(0.9.15) / SFF(0.10)YES ?
??????Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

PSX U 1995-12-05 / SS 1996-07-05
69
NiGHTS into Dreams SEGASonic Team1996-07-05Platforms 3DYabause(0.9.15) / SFF(0.10)Main menu
Normal Sprite
Texture width = 8, height = 8
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 000180E0
Color Calc. mode: Replace

Select Character
Normal Sprite
Texture address = 00070960
Texture width = 8, height = 3
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00023780
Color Calc. mode: Replace

Normal Sprite
Texture address = 0006FDC0
Texture width = 32, height = 25
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00020800
Color Calc. mode: Replace

3D Game
Scaled Sprite
Zoom Point: Center-center
xa = 248, ya = 48, xb = 6, yb = 6
Texture address = 0002DB80
Texture width = 16, height = 16
Texture read direction: Reversed horizontal
High Speed Shrink Enabled
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00012AE0
Color Calc. mode: Replace
FMV
Sprite Type = 0
VDP1 Framebuffer Data Format = Palette only
Window disabled whole screen
Color RAM Offset = 0

No clipping system

Load Game / Select Character / 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 = 351, y2 = 239
YES

Select Character
Distorted Sprite
Texture address = 00024280
Texture width = 8, height = 8
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00010B00
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0000C4F8

Polygon
Color mode: 15 BPP(RGB)
Non-textured color: CF3F
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0000C590

3D Game
Distorted Sprite
Texture address = 000780A0
Texture width = 24, height = 24
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 0007DBE0
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0007E858

Polygon
x1 = 184, y1 = 153, x2 = 187, y2 = 155
x3 = 185, y3 = 151, x4 = 183, y4 = 150
Color mode: 15 BPP(RGB)
Non-textured color: 9800
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0000C7C0
YES

Orbe magic big
Polygon
x1 = 256, y1 = 71, x2 = 260, y2 = 71
x3 = 279, y3 = 61, x4 = 273, y4 = 61
Mesh Enabled
Color mode: 15 BPP(RGB)
Non-textured color: CDA3
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0000EEA8

Ray tractor alarm
Distorted Sprite
Texture address = 0002C8E0
Texture width = 32, height = 2
Texture read direction: Reversed horizontal
High Speed Shrink Enabled
Mesh Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00012700
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 00067FA0
YES

3 or + Lights Dynamic Colored and source Gouraud/Flat in principal characters
YES

Orbes mágicos.
Scaled Sprite
Zoom Point: Only two coordinates
xa = 147, ya = 93, xc = 195, yc = 127
Texture address = 0002A700
Texture width = 40, height = 28
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00011A00
Color Calc. mode: Replace/Half-transparent
YES

Colorea Blanco objetos lejania.
YES

Load Game
Normal Sprite
x = 120, y = 96
Texture address = 00078540
Texture width = 112, height = 116
Texture read direction: Normal
User Clipping Enabled
Clipping Mode = 0
Transparent Pixel Enabled
Color mode: 4 BPP(16 color bank)
Color bank: 00023580
Color Calc. mode: Replace


Posible transparencia del Malo final
NOMain menu
Back or Line screen line degrade ?
Back Screen Stuff
Mode = Color per line
Address = 05E5E200

Main image up NBG1 8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 2H x 1V

Main image Down Press Start NBG2 4-bit(16 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

Select Character
Backgorund NBG0 mode
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V

UI Gfx and Letters NBG1 / 2 4-bit(16 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

3D Game
Backgorund NBG0 mode
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V

UI Text NBG2 / 3 4-bit(16 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

Swing effect NBG3 4-bit(16 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
YES

Fade black
Color offset sprite, back and layers screens

Main menu
Send letters daown black Night logo
Sprite stuff
Color Calculation Enabled
Color Calculation Condition = Color Data MSB
Color Calculation Ratio 0 = 24:8
Color Calculation Ratio 1 = 31:1
,,,
Color Calculation Ratio 7 = 31:1

Load Game / Select Character / 3D Game
Sprite stuff
Color Calculation Enabled
Color Calculation Condition = Priority == CC Condition Number
Color Calculation Condition Number = 2
Color Calculation Ratio 0 = 24:8
Color Calculation Ratio 1 = 31:1
...
Color Calculation Ratio 7 = 31:1

NBG0
Color Calculation Enabled
Special Color Calculation Mode = 0
Color Calculation Ratio = 31:1

3D Game
Sprite stuff
Color Calculation Enabled
Extended Color Calculation Enabled
Color Calculation Condition = Priority == CC Condition Number
Color Calculation Condition Number = 4
Color Calculation Ratio 0 = 31:1

Color Calculation Ratio 7 = 31:1
FMV
Display Resolution = 352 x 240(PAL)
Interlace Mode = Non-Interlace

Main menu
Display Resolution = 704 x 240(PAL)
Interlace Mode = Non-Interlace

Load Game / Select Character / 3D Game
Display Resolution = 352 x 240(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause

All

12% Registers On
0% Memory
X CD-DA

Signals in Yabause
DSP

60% Memory
0% Registers
XCinepack ? ADPCM ?No hay archivo leibles

.cpk y .adp a 0Kb
VDP1 OFF

VDP2
NBG0 mode
32-bit(16.7 mil colors)
Bitmap(512x256)
Bitmap Address = 40000
Bitmap Palette Address = 0
Screen Scroll x = -496, 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 = 05E3F880
Line Scroll Interval = Each Line
Vertical Cell Scroll enabled
Vertical Cell Scroll Table Address = 05E3F780
Window W0 Enabled:
Horizontal start = 16
Vertical start = 28
Horizontal end = 335
Vertical end = 211
30FPS?Yabause: 700 aprox

@30 = 21.000
@60 = 32.000
NO ?RAM (L/H)
95/90%

VRAM VDP1 (Tex+CLUT+Gouraud) 95%

VRAM VDP2 (layers / color)
70/75%
100% Slave (not all time)ExclusiveExecutive Producer: Hayao Nakayama
Product Manager: Youji Ishii
Producer: Yuji Naka
Director: Naoto Ohshima
Lead Game Designer: Takashi Iizuka
Senior Game Designers: Takeshi Niimura, Yuji Saito
Lead Programmer: Yuji Naka
Senior Programmers: Takahiro Hamano, Takuya Matsumoto
A-Life Programmer: Tetsu Katano
Programmers: Akio Setsumasa, Yasuhiro Takahashi, Yasuhiro Watanabe, Atsutomo Nakagawa
NiGHTS Designer: Naoto Ohshima
Character Designer: Kazuyuki Hoshino
World Artists: Takumi Miyake, Shigeru Okada, You Nishiyama, Shinichi Higashi, Ryo Kudo
A-Life Character Designers: Toshiko Okano, Hideaki Moriya, Tohru Watanuki
Artists: Tomonori Dobashi, Namie Manabe, Hiroki Okabata
CG Movie Director: Norihiro Nishiyama
CG Movie Artists: Norihiro Nishiyama, Masahiro Kumono, Hiroshi Nakatani, Motomu Hayashi, Mika Okada, Yumiko Miyabe, Miho Takayanagi, Saori Wada, Nobuhiko Honda
Chief Sound Director: Yukifumi Makino
Compose & Arrange: Naofumi Hataya, Tomoko Sasaki, Fumie Kumatani
Lyrics: Tomoko Sasaki
Translation: Wornell Jones
Sound Effects: Tatsuya Kouzaki, Saori Kobayashi, Fumie Kumatani
Sound Programmer: Atsumu Miyazawa
Recording Director: Tatsutoshi Narita
Recording Engineer: Naoyuki Machida
Pantalla menú 704 x 240 8bit
Usa el VDP2, para fondo y suelo 3D según nivel. Y algunos elementos de UI
Usa NG3 para efecto de spin… raro, raro… intento de transparencia por encima de vp1 y 2… Curioso tapa los elementos de UI dibujados por VDP1 como en BR.

SGL + motor Sonic Team
70
Lemmings 3D PsygnosisPerfect 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
X FMVSignals in YabauseX 3D

Signals in Yabause FMV

50% Memory
43,5% Registers
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
30/60FPS?Yabause: 600 aprox

Maybe more

@30 = 18.000
@60 = 36.000

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
71
Need for speedEAEA Canada / Pioneer Productions1996-07-05Racing·YES ?
No tiene ext?VDP1:?
320x192/320x240 8 bit 256 colores

VDP2:
NBG0 512x256 8 bit 256 colors
?Yabause:

@30 =
@60 =

Number of polys similar to PSX
?RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port 3DO/PSX

?

PSX EU 1996-03-29 / SS EU 1996-07-05 CD 1996-05-23
Credits ?
72
Impact RacingJVC/ AcclaimFuncom Dublin 1996-07-05RacingYabause(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
73
Decathlete / Athlete King SEGAAM31996-07-12Sports AthleticsYES ?
3D GameHD60FPSYabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

Releases
74
Virtua Fighter KidsSEGAAM21996-07-26Fighting 3DSFF(0.10) / medanfenHD Menu / 3D Game
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
NOYES

UI y Sombras humanas
NONOHD

Display Resolution = 704 x 256(PAL)
Interlace Mode = Double-Density Interlace
XX 3D / FMVSignals in Yabause

FMV
?% Memory
?% Registers
X CD-XAXDUCK / Duck Audio15 bits RGB No dithering
Resolution: 336 x 168
Bit rate: 1509 kbps
FPS: 20.000

Bit rate: 88 kbps
Rate: 22050 Hz
Channels: 1
VDP1
Nothing

VDP2
16-bit(32,768 colors)Bitmap(512x256)

Sprite Type = 3
VDP1 Framebuffer Data Format = RGB and palette
60FPSYabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
80% SlaveExclusive
STV Arcade

?

Releases
Exclusivo STV
75
Albert OdysseySunsoftSunsoft1996-08-09RPGYabause(0.9.15) / SFF(0.10)Capa transparencia Inicio VDP2 transformados 2D magia → Menu UI30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive?
76
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-XAXNO20/30FPS?Yabause: 1.033

@30 = 30.990
@60 = 61.980

Number of polys similar to PSX
?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 ?
77
Terry Pratchett's DiscworldPsygnosisPerfect Ent.1996-08-15AdventureYabause(0.9.15) / SFF(0.10)30/60FPS?Yabause:

@30 =
@60 =

Number of polys similar to PSX
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port PC/PSX.


Releases
Perfect Entertaiment
78
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
SD

Display Resolution = 320 x 224(PAL)
Interlace Mode = Non-Interlace
X 3D / FMVX 3D / FMV

Memory ?
Registers ?
?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)
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive

SS J 1996-08-23
79
Blam MachineheadVirginCore Design1996-08-30FPSYabause(0.9.15) / medanafenMenus
Scaled Sprite
Texture width = 8, height = 1
End Code Enabled
Color mode: 4 BPP(16 color bank)

Distorted Sprite
Texture width = 320, height = 224
Color mode: 15 BPP(RGB)

Game 3D
Line
Color mode: 4 BPP(16 color bank)


Sprite Type = 3
VDP1 Framebuffer Data Format = RGB and palette

User Clipping
x1 = 0, y1 = 0, x2 = 351, y2 = 223
YES

Letters, 3D terrain, horizon and models
Menu
Distorted Sprite
Texture width = 16, height = 16
Color mode: 4 BPP(16 color LUT)
Color Calc. mode: Gouraud Shading

Game
Distorted Sprite
Texture width = 24, height = 24
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading

Distorted Sprite
Texture width = 32, height = 32
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
YES

Sky, Fire, explosions, smoke, flares, shadows…

Sky
Polygon
Clipping Mode = 1
Mesh Enabled
Color mode: 4 BPP(16 color bank)
Color Calc. mode: Gouraud Shading

Fire
Distorted Sprite
Texture width = 32, height = 24
Mesh Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color Calc. mode: Gouraud Shading
YES

2 Light Dynamic source colored? Flat/Gouraud
NOYES

VDP1 Gouraud black table fog
NO ?FMV
NBG0/1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

RBG0 Using Parameter A
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

Game 3D UI trans
NBG1 8-bit(256 colors)
Bitmap(512x256)
Bitmap Address = 40000
Bitmap Palette Address = 0

Color Calculation Enabled
Special Color Calculation Mode = 3
Color Calculation Ratio = 17:15
Color Offset B Enabled
R = -24, G = -24, B = -24
Special Color Calculation 3
YES

Color Offset A Enabled
R = -217, G = -217, B = -217

?
Color Calculation Enabled
Gradation 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 ?
SD

Display Resolution = 352 x 224(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause X CD-XAXCinepack / PCM24 bit color RGB
Resolution: 320 x 200
FPS: 24.000

Bit rate: 356 kbps
Rate: 22254 Hz
Channels: 1
VDP1
Distorted Sprite
x1 = 0, y1 = 12, x2 = 319, y2 = 12
x3 = 319, y3 = 211, x4 = 0, y4 = 211
Texture address = 00010000
Texture width = 320, height = 200
Texture read direction: Normal
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
30FPS?Yabause: 760 (maybe more whit enemies items explosions)

@30 = 22.800
@60 = 45.600

Number of polys similar to PSX
?RAM(L/H) 70/80%

VRAM VDP1 95% (Tex+CLUT+Gouraud)

VRAM VDP2 60/60% layers/color
Development Simultaneous
first en SS después PSX. Base PSX.


Geometría muy muy similar. Generación igual. Menos geometría solo rayos luz verdes en capsulas y en efectos de lens flares en capsula y explosiones.
Generación fundido horizonte más suave, al fundirse con el negro del dome por la parte baja de la transparencia en negro. Pero generación es prácticamente idéntica.
Pause transparencia verde toda pantalla.
Pantalla carga diferente.
Menús sin animación de fondo.
Ajuste pantalla también en Y.


PSX E 1996-10-15 / SS 1996-08-30
Lead Programmer: Dan Scoot
Programming Support: Martin Gibbins, Andrew Howe, Derek Leigh-Gilchrist
Artwork: Andy Sandham, Stuart Atkinson, David Pate, Peter Barnard
Music and Sound Effects: Nathan McCree
Original Concept: Andy Sandham
Game design: Richard Morton, Andrew Sandham, Stuart Atkinson, Dan Scott, Matin Gibbins
Executive Producer Jeremy Smith
80
Fighting Vipers SEGAAM21996-08-30Fighting 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 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

NBG1/2/3
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
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 / FMVX CD-XAXDUCK / 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.

Version 2.0 USA
81
Wangan Dead Heat + Real ArrangePack-In-VideoGenki1996-08-30RacingYES ?
MPEG

Disc 2
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
82
Dark SaviorSEGAClimax Entertainment1996-08-30RPG 2D / 3DYES ?
30/60FPS?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive?
83
Olympic SoccerU.S. GoldSilicon Dreams1996-08-30FootballuoYabause(0.4.6) / Yabause(0.9.15) / SFF(0.10)Jugadores con gourand shading. Pocos polígonos y pocas texturas.??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 ssf30/60FPS?Yabause:

@30 =
@60 =
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 ?
84
Actua Golf GremlinGremlin1996-09-06GolfSSF(0.10) / mednafen(0.9,42) / consolaResto VDP1. Trans VDP1 solapándose en sombras, flechas.YES ?

La trans VDP2 sobre la trans VDP1 funciona.
YES ?
?

La trans VDP2 sobre la trans VDP1 funciona.

Color mode: ?
Usa fondo VDP2 y UI trans?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

Releases
85
Tenchi wo Kurau II: Sekiheki no TatakaiCapcomCapcom1996-09-06Beat-'em-upYabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
86
NBA Action 96SEGAGray Matter1996-09-12BasketballYabause(0.9.15) / SFF(0.10)NO

No gourand shading in players models




NO ?YES ?

Sombras redondas transparentes VDP1>VDP2

Color mode: ?
UI transparencia capa VDP2>Todo
Cuando encima de sombras VDP1>VDP2, la sombra opaca

Suelo VDP2 rotado?
DUCK / ?15FPSEngine 3D suave.
FPS?
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Exclusive?Credits ?
87
PolicenautsKonamiKonami1996-09-13AventureYabause(0.9.15) / SFF(0.10)?DUCK / ?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
PSX Port

PSX port form 3DO
Ligeras diferencias en calidad de video. Resto igual.
Saturn algun extra como, spporte pistola y extras en el juego.

PSX J 1996-01-19 / S J 1996-09-13
88
Madden NFL 97EAEA Tiburon1996-09-24American FootballFMV
Sprite Type = ?
YES

UI, sombras… algo mas?
?YES ? Sombra VDP1>VDP2 Modo Shadow?

Color mode: ?
Suelo rotado VDP2YES XX 3D / FMV?X CD-DA and CD-XA

xa.dat

DSP
?
X
EA Unknow

Fmvideo.dat

Possible .STR
PlayStation Motion Decoder
mpeg ditheredVDP230/60FPS?

very smooth
Yabause:

@30 =
@60 =

Number of polys similar to PSX
RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
Port PSX Tiburon Entertaiment.

?

PSX 1997-07-31 / SS 1996-09-24
89
Exhumed (E) /
Powerslave (U)
PlaymatesLobotomy Software1996-09-26FPSYabause(0.9.15) / SFF(0.10)Intro / Menus / Loading
Polygon Color mode: 15 BPP(RGB)
Non-textured color: 0000

Letters
Normal Sprite x = -15, y = 80
Texture width = 16, height = 18
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)

Polygon Color mode: 15 BPP(RGB)
Non-textured color: 8C42

Normal Sprite Texture width = 16, height = 10
Color mode: 4 BPP(16 color LUT)

Normal Sprite Texture width = 64, height = 64
Color mode: 15 BPP(RGB)

Red Box Loading
Polyline Color mode: 4 BPP(16 color bank)

3d Game
UI
Polygon Color mode: 4 BPP(16 color bank)

Normal Sprite Texture width = 320, height = 42
Color mode: 8 BPP(256 color bank)

Scaled Sprite Zoom Point: Upper-left
Texture width = 64, height = 64
Color mode: 8 BPP(256 color bank)

Mini sparkle energy up
Line x1 = 47, y1 = 98, x2 = 47, y2 = 98
Color mode: 4 BPP(16 color bank)
Color bank: 00044388

3D Scenery
Asset / Faraon Ghost
Scaled Sprite Zoom Point: Upper-left
Texture width = 64, height = 64
Color mode: 8 BPP(256 color bank)

Enemy
Scaled Sprite Zoom Point: Upper-left
Texture 64x64 Texture read direction: Normal
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: 00000000
Sprite Type = 1
VDP1 Framebuffer Data Format = RGB and palette

System Clipping
x1 = 0, y1 = 0, x2 = 319, y2 = 239

Use a lot
User Clipping
x1 = 72, y1 = 61, x2 = 112, y2 = 160
YES

Lighting Levels/maps

3D Scenary
Asset / Items
Scaled Sprite Zoom Point: Upper-left
xa = 13, ya = -3, xb = 3, yb = 3
Texture width = 32, height = 32
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

Texture
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: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading

Menus / UI
Light Letters
Normal Sprite
Texture width = 16, height = 18
Color mode: 4 BPP(16 color LUT)
Color Calc. mode: Gouraud Shading
YES

Water in mesh
Polygon
x1 = -52, y1 = 88, x2 = -36, y2 = 68
x3 = -32, y3 = 72, x4 = -52, y4 = 88
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Mesh Enabled
Color mode: 15 BPP(RGB)
Non-textured color: A084
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 00017AD8


UI Agua redondo en Mesh
YES

3 or + Lights Dynamic Colored and source Gouraud/Flat
YES

Menu items and objects
Normal Sprite
x = -15, y = -52
Texture width = 64, height = 64
Color mode: 15 BPP(RGB)
Color Calc. mode: Half-luminance

Shadow Ra cursor
Normal Sprite
x = 148, y = 115
Texture width = 32, height = 32
Color mode: 15 BPP(RGB)
Color Calc. mode: Cannot overwrite/Shadow

Map Arrow
Normal Sprite
x = 176, y = 117
Texture width = 32, height = 32
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace/Half-transparent

Windows boxes
Polygon
Color mode: 4 BPP(16 color bank)
Color bank: 00040000
Color Calc. mode: Replace/Half-transparent

3d Game
Round Shadow
Scaled Sprite Zoom Point: Center-center
Texture address = 0005CF00
Texture width = 64, height = 64
Texture read direction: Normal
Pre-clipping Enabled
End Code Enabled
Transparent Pixel Enabled
Color mode: 8 BPP(256 color bank)
Color bank: 00000000
Color Calc. mode: Cannot overwrite/Shadow
YES

VDP1 Gouraud distance ink base texture whit black
NOMenus and intro
NBG0 mode
8-bit(256 colors)
Bitmap(512x256)

NBG1 8-bit(256 colors)
Bitmap(512x256)
Bitmap Address = 40000

Game3D
Hands
NBG0 mode
8-bit(256 colors) Bitmap(512x512)
Bitmap Address = 40000

Sky / Foregorund
RBG0 Using Parameter A
Coefficient Table Enabled(Mode 0)
8-bit(256 colors)
Bitmap(512x256)
YES

All game
Fade Black
Color offset sprite, back and layers screens


Game 3D
Color ink Damage
Color offset sprite, back and layers screens

Hands
NBG0 Color Calculation Enabled
Special Color Calculation Mode = 0
Color Calculation Ratio = 31:1 ← Invisibility Transparency OFF

Color Calculation Ratio = 12:20 ← Invisibility Transparency ON
SD

Display Resolution = 320 x 240(PAL)
Interlace Mode = Non-Interlace
X FMVX 3DSignals in Yabause

21% Registers
0% memory code
X CD-XASignals in Yabause

90% Registers ON

50% Memory

SSF OFF
.mov


Unknown format

Embedded subtitles
Parece 320x240, suave 15/24FPS, 8bpp color minimo

Intro 30MB
VDP1
Sprite Normal
Full Screen / No Scaled

VDP2
Display Resolution = 320 x 240(PAL)
Interlace Mode = Non-Interlace

Sprite Type = 1
VDP1 Framebuffer Data Format = RGB and palette
Sprite Window Enabled
Window disabled whole screen
25/30FPSYabause: 990

@20 = 19.800
@30 = 29.700

High Poly count
YES ?RAM (L/H)
90/80%

VRAM VDP1 (Tex+CLUT+Gouraud)
70%

VRAM VDP2
(layers / color)
65/70%
SS first port after to PSX

PSX, mas transparencias: Cuando sale espíritu faraón transparente? O solo en PSX
Color ditering
No iluminación dinámica? Creo que si
Frames desbloqueados, muy poco estable.

SS E 1996-09-26 / PSX E 1997-04-15
Executive Producers: Brian McNeely, Paul Lange
Game Design: Brian McNeely
Additional Game Design: Dominick Meissner, Mark Coates, Jason Wiggin, Ezra Dreisbach
Game Programming: Ezra Dreisbach
BREW World Editing Tool: David Lawson
Art and Environment: Troy Jacobson, Brian McNeely, John Van Deusen, Kevin Chung, Paul Knutzen, Richard Nichols, Eric Klokstad, Joe Kfesoja, Jason Wiggin, Willian Vallieres
Creatures and Weaponry: John Van Deusen
Music and Sound Effects: Scott Branston
Stage Design: Brian McNeely, Domick Meissner, Paul Knutzen, Jason Wiggin, Mark Coates
Additional Technical Support: Jeff Blazier, John Schwab, John Yuill, Paul Magefud, Paul Schreiber, Pat Schreiber, Kurt Pfeifer
Agua en mesh, hubiese sido posible efecto de BR aquí? SI
Más facil. H-Trans VDP1? Si es todo VDP1. Y Nivel oxigeno Capa VDP2 transparente.
90
Space Hulk: Vengeance of the Blood AngelsEAKrisalis Software Ltd. / Key Game1996-09-27FPSYES ?
*.tgv

MPEG-like codecs used by EA

Resolution: 320 x 240
Formato: fVGT
FPS: 15.000
Codec: ffeatgv
Formato: EACS
Bit rate: 313524 kbps
Rate: 576061440 Hz
Channels: 2

Resolution: 320 x 200
Formato: fVGT
FPS: 15.000
Codec: ffeatgv
Bit rate: 176 kbps
Rate: 22050 Hz
Channels: 2
Codec: pcm
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

PSX E 1996-07-05 / SS E 1996-09-27
Credits ?
91
Battle Arena Toshinden URATakaraNextech1996-09-27Fighting 3DYabause(0.9.15) / SFF(0.10)3D Game o Menu?

Scaled Sprite
Texture width = 352, height = 224
Color mode: 8 BPP(256 color bank)

Distorted Sprite
Texture width = 24, height = 7
Color mode: 8 BPP(256 color bank)

Distorted Sprite
Texture width = 320, height = 192
Color mode: 15 BPP(RGB)

Polygon
Color mode: 8 BPP(256 color bank)
Menu / FMV
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 = 351, y2 = 255

3D Game
Sprite Type = C
VDP1 Framebuffer Data Format = Palette only
Window disabled whole screen
Color RAM Offset = 0

System Clipping
x1 = 0, y1 = 0, x2 = 703, y2 = 255
YES

UI menus
Scaled Sprite
Texture width = 88, height = 142
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
YES

Sombras, transparencias fondos, ventana UI, efectos

Polygon
Mesh Enabled
Color mode: 4 BPP(16 color bank)

Polygon
Mesh Enabled
Color mode: 8 BPP(256 color bank)
NONOYES

VDP2 Menu RGB0 Floor+Sky Horizon
NOFondos animacos, scroll, efectos hard
NBG0/1/2
4-bit(16 colors)
Tile(1H x 1V)
Plane Size = 2H x 1V

Suelo
RBG0
Parameter A/B switched via coefficients
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
YES

Fundido Capa Sprites / Ink Foregorund options
Color Offset A Enabled
R = -104, G = -104, B = -104

Fondos NBG2/3
Special Color Calculation 3

Degradado horizonte suelo y cielo
RBG0
Supplementary Palette number = 7
Supplementary Color number = 0
Window disabled whole screen
Color Offset A Enabled
R = 58, G = 58, B = 58
Special Color Calculation 0
HD
FMV / 3D Game
Display Resolution = 704 x 256(PAL)
Interlace Mode = Double-Density Interlace
XX 3D / FMVX CD-DA

Signals in Yabause

DSP
% Memory
% Registers

XCinepack / PCM24bpp RGB

Resolution: 320 x 192
FPS: 30.000

Bit rate: 178 kbps
Rate: 22254 Hz
Channels: 1
VDP1

Distorted Sprite
Texture width = 320, height = 192
Color mode: 15 BPP(RGB)
30/60FPS?Yabause: 866

@30 = 25.980
@60 = 51.960

Number of polys similar to PSX
RAM (L/H)
%

VRAM VDP1
(tex+Gouraud)
%

VDP2
texturas y color
%
PSX port Original Arcade placa Capcom/PSX

Diferencias ?
Res PSX?

SS JP 1996-09-27 / PSX: JP 1995-12-29
Producer: Katuji Aoyama
Director: Yoshitaka Maki
Program Director: Yukihiko Tani
Program: Kazunori Ueno, Hirokazu Iwatsuki, Hiroyuki Ogasawara, Eiki Aizawa, Koh Aoki, Katsuaki Itoh
Art Director: Yasuhiro Suzuki
Character Modeling: Hisashi Kaneko, Hideyuki Kikuchi
Game Arrange and New Character Motion Design: Masayuki Hiramatsu, Tomoko Onodera
New Character Motion Data: Yoshihisa Shimizu, Masahiro Satoh, Naomi Anzai
Background and 2D-Graphic Design: Kazushige Nagai, Atsushi Suzuki, Shiho Okumura, Kazuhiro Nagata, Takaki Iwata, Mitsuo Terao
CG Movie: Junichi Ohta
Openning CG Movie Bgm: Kohji Hayama
Sound: Studio Cliche, Humito Tamayama, Naohumi Turuyama
Fondos con scroll, mesh trans y animados con efectos.
Sombreado de luchadores bakeado en las texturas. Bastante resulton.
92
Actua Soccer Club EditionInterplayGremlin1996-10-04FootballYES ?
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

Release
PSX JP 1996-07-19 – EU 1997-05-01
/ SS JP 1996-10-04 – EU 1997? CD 1997-04-29
EQUIPO LOADED coincide con otros titulos de Gremlin: Actua soccer y Hardcore 4x4.
Andrew Chapaman, Steven Lovesey y Philip Rankin
93
Mahjong Taikai II SpecialKoeiKoei1996-10-04MahjongYabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
94
Iron Man X-O Manowar in Heavy MetalAcclaimRealtime Associates1996-10-05Platforms / Shooting 2D / 3DYES ?
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

?

PSX E 1996-11-15 / SS CD 1996-10-05
Credits ?
95
Tunnel-B1 OceanNEON1996-10-16FPSYabause(0.9.15) / SFF(0.10)?YES

Gourand shading e iluminación dinámico a color.
YES

En su mayoria: Flares grandes y peq. Humo. Explosiones
YES

3 or + Lights Dynamic Colored and source ? Gouraud ? /Flat ?
YES

Usa VDP1>VDP1 en peq flechas señalan objetivo.
YES

Depth Cueing VDP1 inked gradient to black foregorund VDP2
NBG1 Creo que usa transparencia VDP2 en ventana letrero objetivos inicio y pausa?

NBG3 Fondo total
YES

Color offset for fade black or hit or effect full screen color
?X FMVX 3D?X CD-DA

DSP
?
XKMVC / PCMPossible 15 bits RGB

320x200 / Suave y calidad de color RGB palleted / 15FPS

Bit rate: 176 kbps
Rate: 22050 Hz
Channels: 1
VDP1

VDP2 ?
30/60FPS?

very smooth.
Yabause:

@30 =
@60 =

Number of polys similar to PSX
YES ?RAM (L/H)
%

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

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

Todo transparencias.
Más color por ditering.
Resto igual. Igual generacion, fundido fondo. Cantidad geometria, texturas, color…
FMV mejor calidad objetiva SS. Sonido estereo y 320x240, algo mas de resolucion

PSX E 1996-10-19 / SS E 1996-10-16
Main Programming & Game Design Antony Christoulakis, Jan Jöckel
Programming & Tools Matthias Wiederwach
Main Saturn Programming Peter Thierolf
Additional ProgrammingGuerkan Demirci, Michael Kleps, Matthias Wiederwach
Additional Programming & Level Design Michael Büttner
Hardware Progreamming Dierk Ohlerich
In-Game Graphics Andreas Samland, Leif Rumbke
Additional in-game Graphics Ulli Mayer
Additional Graphics Jens Rotzsche, Jens Baumgardt, Ocean Kreative
Level & Game Design Boris Triebel
Additional Level Design Eike Radunz
Movies Sequences & Additional Graphics Thomas Heinrich, Jean-Philippe Parmentier
Music Chip Holland Alias Chris Hülsbeck
Tools Gürkan Demirci
Producer Paul Tresise, Mike Delves
Assistant Producer Tony Burns
QA Ocean QA
Additional Help Thomas Pottkämper, Stefan Hartmannn, Pascal Christoph
Special Thanks to Shinji Takeo
Ahora con lo que se, y a la espera de emulación por parte de Yabause. Podrían a ver usado en flares pequeños que están por el suelo, la transparencia de VDP1>VDP1.
Si el fondo es VDP2, podría haber problemas para trans, pero en este juego baja probabilidad ya q la cámara esta muy baja.
96
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
97
Mighty HitsAltronAltron1996-10-18LightgunYabause(0.9.15) / SFF(0.10)YES

3D Game
Color mode: ?
YES

1 Light Static Source not color Gouraud / Flat in 3D models in some mini-games

1 Light Bake Gouraud / Flat All rest
YES

3D Game
Color mode: ?
YES

3D Game
Color mode: ?
XX 3D / FMVX CD-DA

DSP SSF ?
XCinepack / PCM24 bits RGB
Resolución: 288 x 168
Imágenes por segundo: 30.000

Tasa de bits: 712 kbps
Tasa: 22254 Hz
Canales: 2
VDP2
NBG0
Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
PSX port

?

PSX J 1996-12-27 / SS J 1996-10-18
98
Tomb RaiderSEGA / EidosCore Design1996-10-24Platforms/Action 3DuoYabause(0.4.6) / Yabause(0.9.15 )/ SFF(0.10)
Menu
Scaled Sprite
Zoom Point: Upper-left
Texture width = 8, height = 1
Color mode: 4 BPP(16 color bank)

3D Game
Distorted Sprite
Texture width = 32x32/16x16
4 BPP(16 color LUT)

Shadow or plane parts models
Polygon
4 BPP(16 color bank)

Sprite Type = 3
VDP1 Framebuffer Data Format = RGB and palette

352x256
YES

Menu
Scaled Sprite
Zoom Point: Only two coordinates
Texture width = 16, height = 16
Color mode: 4 BPP(16 color LUT)
Color Calc. mode: Gouraud Shading

3D Game
Distorted Sprite
Texture width = 112xXX/32x32/16x16
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
End Code Enabled
Color mode: 4 BPP(16 color LUT)
Color Calc. mode: Gouraud Shading

Shadow or plane parts models
Polygon
x1 = 163, y1 = 209, x2 = 159, y2 = 210
x3 = 158, y3 = 204, x4 = 163, y4 = 204
Pre-clipping Enabled
User Clipping Enabled
Clipping Mode = 0
Color mode: 4 BPP(16 color bank)
Color bank: 00040748
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0000E300

Line
Color mode: 4 BPP(16 color bank)
Color Calc. mode: Gouraud Shading

Polyline
Color mode: 4 BPP(16 color bank)
Color Calc. mode: Gouraud Shading


NOYES

1 Light Static Source not colored Gouraud in characters and 3D models.

1 Light Bake Gouraud / Flat Scenary
NOYES

VDP1
Depth Cueing Gouraud Horizont gradient to black backgorund
NOYES

Frame Buffer:
VDP1>VDP2
Foregorund actual game Pause/Inventory
16-bit(32,768 colors)
NBG1
Bitmap(512x512)
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 = 3
Color Offset B Enabled
R = -64, G = -64, B = -64
Mm/Fondo Pausa:
NBG1
16-bit(32,768 colors)
Bitmap(512x512)
YES

Fade black
Color offset for Back and Sprite Screens
Scaled Sprite
Zoom Point: Upper-left
xa = 0, ya = 0, xb = 351, yb = 255
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
SD

352 x 256(PAL)
Non-Interlace
XX 3D / FMVSignals in Yabause

20% Memory
17,4% Registers
X CD-DA

Signals in Yabause

DSP
60% Memory
0% Registers
XCinepack / PCM320X120 / 30fps / 24bit
Estereo / 22254hz / 16bits

Bitrate:
Intro: 20,3MB / Duración: 1:47=107sg = 0,190kB/s

V:?
A: 712 kbps
VDP1

Distorted Sprite
320X200 15BPP
10/30FPS

15 FPS min / 30 max / 25 media
Yabause: 1.300

@15 = 20,000
@30 = 40,000

¿cuantos polys en el momento de las caídas? 1.229

Con errores de dibujo en Yabause, posiblemente mas.

Calculo con poligonos no vistos.

@30 = 60.000

A triangulos = 120.000

Number of polys similar to PSX
YES

LOD + Mip Mapping
RAM(L/H) 90/80%

VRAM VDP1 95% (Tex+CLUT+Gouraud)

VRAM VDP2 50/50% layers/color
20% SlaveDevelopment Simultaneous PC/PSX/SS. SS depende mucho de ellas. Base PSX/PC

Más resolución?
30FPS estables >> Mayor respuesta mando.
Ditering “más color”
Efecto reflejo diamante salvado.
Capa agua textura y Sombras transparentes.
Bajo agua color azul.
FMV full screen, 24bit real salida

Releases: Salio 1 mes antes en SS en EU que en PSX 1996-11-14
Programming: Paul Douglas, Gavin Rummery, Jason Gosling
Additional Programming: Derek Leigh-Gilchrist, Andrew Howe, Mansoor Nusrat

Graphics: Toby Gard, Heather Gibson, Neal Boyd
Additional Artwork:
Lee Pullen, Peter Barnard Stuart Atkinson, Dave Pate

Sound Effects: Martin Iveson
Music: Nathan McCree

Executive Producer: Jeremy H. Smith
Ni una sola capa del VDP2
Ni una sola transparencia o Mesh.

Cosas posibles:
Color azul gouraud bajo agua
Sombras H-T VDP1?
VDP2 para UI?
Fondos totales??
99
Lunar - Silver Star Story (MPEG-ban o Complete)Kadokawa ShotenGame Arts / JAM1996-10-25RPGYabause(0.9.15) / SFF(0.10)X

MID

DSP
?% Memory
MPEG

And

Cinepack / PCM

.CPK
?Yabause:

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

VRAM VDP1 (Tex+CLUT+Gouraud) ?%

VRAM VDP2 (layers / color)
%
SS first port before a PSX



Releases
PSX J 1998-05-28 / SS J
Game Staff
Game Design: Japan Art Media
Main Programmer: Shigeyuki Sata
Battle Programmer: Masaaki Ando, Tsuyoshi Tanaka
System Programmer: Miyuki Inoue
Music Programmer: Tsuyoshi Tanaka
System Design: Tomonori Sugiyama (Vanguard), Shin Ito (Vanguard)
Battle Balance: Go Sugiyama (Vanguard), Toru Yamazaki (Vanguard)
Trap Design: Tomonori Sugiyama (Vanguard), Kazuhiro Ohtahara (Vanguard)
Text: Mitsuru Takahashi, Shigeyuki Sata
Character Demonstration: Mitsuru Takahashi, Shigeyuki Sata, Masaaki Ando
Map Designer: Junichi Kamiya, Ryuichi Nawamura, Hidenori Sato, Tsuyoshi Suzuki, Kyosuke Naito, Shinichi Shibazaki, Kouzi Shinozaki, Junichi Kashiwagi, Masaki Kurosawa, Erika Kame (Neverland)
Battle Map Designer: Ryuichi Nawamura, Kazumitsu Bokuzen
Character Graphic: Naoko Sakurada, Daisuke Ito, Hirohisa Suzuki, Sachiko Yokose, Toshimasa Fukuyama
100
The Incredible Hulk - The Pantheon SagaEidosAttention To Detail / Silicon Dreams1996-10-30Plataform / Action 2D / 3DYabause(0.9.15) / SFF(0.10)Logo / FMV
Foregorund Scaled Sprite
Zoom Point: Upper-left
xa = -160, ya = 50, xb = 319, yb = 255
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

2D / 3D Game
Normal Sprite
Texture width = 80, height = 9
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 00039EA0
Color Calc. mode: Replace

Normal Sprite
Texture width = 16, height = 20
Texture read direction: Reversed horizontal
High Speed Shrink Enabled
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

Distorted Sprite
Texture width = 16, height = 20
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 0004CFA0
Color Calc. mode: Replace

Distorted Sprite
Texture width = 16, height = 20
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace
Logos / FMV / 2D / 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 = 319, y2 = 255
YES

Logo / FMV
Fade Bitmap ½ Distorted Sprite
x1 = -160, y1 = 49, x2 = 0, y2 = 49
x3 = 0, y3 = 304, x4 = -160, y4 = 304
Texture address = 0001F000
Texture width = 160, height = 255
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0007FF20

Menu
Flaps Distorted Sprite
Texture width = 80, height = 44
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading

Letters Normal Sprite
High Speed Shrink Enabled
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading

2D / 3D Game
Escenary fade Distorted Sprite
Texture width = 16, height = 20
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 0004CFA0
Color Calc. mode: Gouraud Shading + Half-luminance
Gouraud Shading Table = 0007FF38

Pause UI Distorted Sprite
Texture width = 64, height = 64
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading
Gouraud Shading Table = 0007FF70
YES

Cristales
Distorted Sprite
x1 = -79, y1 = 80, x2 = -75, y2 = 75
x3 = -75, y3 = 141, x4 = -79, y4 = 149
Texture address = 0006A360
Texture width = 16, height = 60
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Mesh Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Gouraud Shading + Half-luminance
Gouraud Shading Table = 0007FF30

Distorted Sprite
x1 = 181, y1 = 106, x2 = 185, y2 = 108
x3 = 185, y3 = 202, x4 = 181, y4 = 198
Texture address = 0006AAE0
Texture width = 8, height = 29
Texture read direction: Reversed vertical
High Speed Shrink Enabled
Pre-clipping Enabled
Mesh Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 0006AB60
Color Calc. mode: Replace
NOYES

Humo, disparos, Hit
Distorted Sprite
x1 = -543, y1 = 89, x2 = -527, y2 = 89
x3 = -527, y3 = 105, x4 = -543, y4 = 105
Texture address = 00046E40
Texture width = 16, height = 20
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 + Half-transparent
Gouraud Shading Table = 0007FDB8

Elementos UI
Distorted Sprite
x1 = 119, y1 = 265, x2 = 135, y2 = 265
x3 = 135, y3 = 281, x4 = 119, y4 = 281
Texture address = 0007D3C0
Texture width = 16, 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/Half-transparent

Sombra personaje trans modo shadow
Distorted Sprite
x1 = -9, y1 = 216, x2 = 26, y2 = 216
x3 = 28, y3 = 229, x4 = -10, y4 = 229
Texture address = 00010000
Texture width = 32, height = 57
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Transparent Pixel Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Cannot overwrite/Shadow
YES

For all element 2D/3D fade foregorund Black
Distorted Sprite
x1 = -208, y1 = 125, x2 = -186, y2 = 125
x3 = -197, y3 = 133, x4 = -220, y4 = 133
Texture address = 0004CF00
Texture width = 16, height = 20
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 4 BPP(16 color LUT)
Color lookup table: 0004CFA0
Color Calc. mode: Gouraud Shading + Half-luminance
Gouraud Shading Table = 0007FF38
NOSHOW BUT NOT USE AT ALL

Logos / FMV / Menus / 2D / 3D Game
NBG0 mode
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

NBG1 8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V

RBG1 Using Parameter A
8-bit(256 colors)
Tile(1H x 1V)
Plane Size = 1H x 1V
NOLogo / FMV / Menus / 2D / 3D Game
Display Resolution = 320 x 256(PAL)
Interlace Mode = Non-Interlace
XX 3D / FMVSignals in Yabause

0% Memory
21% Registers
XPDQ2 / PCM

Contenedor .str = AVI

VLC info AVI And codec PDQ2
Possible 8BPP 256 color
Possible Palette Format / Vector quantizer

VLC:
Codec PDQ2
320x192
14,999FPS

PCM U8 (araw) / 22050hz / 8 bits / 176kb/s / mono

Mplayer:
intro.str
Format: AVI
File size: 5.02 MiB
Duration : 37 s 267 ms
Overall bit rate: 1 129 kb/s

Video
Format: PDQ2
Duration: 37 s 267 ms
Bit rate : 899 kb/s
Width: 320 pixels Height: 192 pixels
Display aspect ratio: 5:3
Frame rate: 15.000 FPS
Stream size : 4.00 MiB (80%)
VDP1
Varios ? Normal Sprite
x = -5, y = 1262
Texture address = 00010000
Texture width = 16, height = 20
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 = 0007FFF8

½ Fmv Distorted Sprite
x1 = 0, y1 = 57, x2 = 159, y2 = 57
x3 = 159, y3 = 297, x4 = 0, y4 = 297
Texture address = 00032EC0


½ Fmv Distorted Sprite
x1 = -160, y1 = 57, x2 = 0, y2 = 57
x3 = 0, y3 = 297, x4 = -160, y4 = 297
Texture address = 0001F000
Texture width = 160, height = 240
Texture read direction: Normal
High Speed Shrink Enabled
Pre-clipping Enabled
Color mode: 15 BPP(RGB)
Color Calc. mode: Replace

VDP2
NBG0 / 1 / RBG1
SHOW BUT NOT USE AT ALL
30/60FPS?Yabause: 551 aprox

@30 = 16.530
@60 = 33.060
NORAM (L/H) 55/55%
VRAM VDP1 (Tex+CLUT+Gouraud)
60%
VRAM VDP2 (layers / color)
10//40%
Simultaneousus
Port PC / PSX base for same team

Algunas Transparencias faltan o son mesh. Exlplosiones opacas:
Distorted Sprite (Billborad)
x1 = 83, y1 = 155, x2 = 114, y2 = 155
x3 = 114, y3 = 186, x4 = 83, y4 = 186
Texture address = 00043400
Texture width = 16, height = 22
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 = 0007FF60

Cristales mesh: Distorted Sprite 3D

Resolucion texturas mas baja y otras muy altas.

Releases
PSX E 1996-12-12 / CD SS E 1996-10-30
Team ATD
Project Managemen: Chris Gibbs, Fred Gill
Lead Coders: Lyndon Sharp, Andrew Wright, Fred Gill, Jon Howard
Support Coder:
Peter Long, Andrew Wright
Artwork: John Dunn, David West, Vince Shaw-Morton, Richard Priest
Additional Artwork: Tony Heap, Jon Baker
Audio: Will Davis
Thanks to: Steve Bennett, Julian Thomas

Silicon Dreams only Produced
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