Nintendo-64-Topic

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Re: Nintendo-64-Topic

Postby nascarbryant » 27 May 2011 11:04

evo wrote:omg japaaaaaaaaaan :tumble:


Quelle

:hardrock:
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Re: Nintendo-64-Topic

Postby Tatsujin » 27 May 2011 13:27

läck was isch mir dier los dirk?
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Re: Nintendo-64-Topic

Postby nascarbryant » 27 May 2011 14:37

Tatsujin wrote:läck was isch mir dier los dirk?


:vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex: :vortex:
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Re: Nintendo-64-Topic

Postby Tatsujin » 04 Jun 2011 15:13

Image
was gheists ächt?

keis wunder, erchänt mer nüüt bi dene futzelige texture amigs.
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Re: Nintendo-64-Topic

Postby Mastler(P) » 04 Jun 2011 15:57

"Through the darkness of future past, the magician longs to see, one chance out between two worlds, fire walk with me!"
- gseht doch en blinde mit krückstock..
The mind is the friend of those who have control over it, and the mind acts like an enemy for those who do not control it...
es ist eine Form der geistigen Gewalt.

Euphemisms and political correctness only obscure the truth.
Seid reich im Geiste und warmherzig. Peace ihr crack niggas.
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Re: Nintendo-64-Topic

Postby Tatsujin » 04 Jun 2011 16:10

jaja. de nöchscht.
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Re: Nintendo-64-Topic

Postby Reinforced » 04 Jun 2011 16:57

uf de PSX hetmers sicher chönne lese gell :D

wenn d Entwickler hettet wölle chönnt mers au lese

aber nice find :D
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Re: Nintendo-64-Topic

Postby zwirrlibatz » 23 Mar 2012 14:37

I speeled my drink!
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Re: Nintendo-64-Topic

Postby Reinforced » 23 Mar 2012 21:19

8/10
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Re: Nintendo-64-Topic

Postby hanf » 24 Mar 2012 08:39

s'problem vom n64 isch d'texturfüllrate gsi. d'pipeline für das isch dä fläschehals gsi. eigentlich wärs dänkt gsi, dass mer dä cache für das brucht, aber mit ca. 2KB isch dä halt für fast alles zchli gsi... glaubs nur das star wars häts brucht. drum lauft das in high res, will d'mehrheit vo de texture i dem cache gspeicheret werdet. als resultat hät s'terrain eifach überall di gliich 2kb textur... aber high res :1thumb:

viel programmierer händ eifach d'texturschärfi abegschruubet, zum dä fläschehals z'kompensiere. nintendo hät sich amel chli me müeh gä...
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Re: Nintendo-64-Topic

Postby hanf » 24 Mar 2012 08:43

wikipedia wrote:Programming characteristics

The Nintendo 64 had weaknesses that were caused by a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities. One major flaw was the limited texture cache of 4 KB. This made it difficult to load anything but small, low color depth textures into the rendering engine. This small texture limitation caused blurring due to developers stretching small textures to cover a surface, and then the console′s bilinear filtering would blur them further. To make matters worse, due to the design of the renderer, if mipmapping was used, the texture cache was effectively halved to 2 KB. Toward the end of Nintendo 64′s lifetime, creative developers managed to use tricks, such as multi-layered texturing and heavily-clamped, small texture pieces, to simulate larger textures. Perfect Dark, Banjo-Tooie, and Conker's Bad Fur Day are possibly the best examples of this ingenuity, all of which were developed by Rare. Games often also used plain colored Gouraud shading instead of texturing on certain surfaces, especially in games with themes not targeting realism (e.g., Super Mario 64).[37]

There were other challenges for developers to work around. Z-buffering significantly crippled the RDP′s fill rate. Thus, for maximum performance,[38] most Nintendo 64 games were actually fill-rate limited, not geometry limited, which is ironic considering the great concern over the Nintendo 64′s low polygon per second rating of only about 100,000;[39] however, some of the most polygon-intense Nintendo 64 games, such as World Driver Championship, frequently pushed past the Sony PlayStation′s typical in-game polygon counts.

The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. The RDRAM had very high access latency,[40] which nearly negated its high bandwidth advantage. In addition, game developers commented that the Nintendo 64′s memory controller setup was poor. The R4300 CPU was severely limited at memory access since it had to go through the RCP to access main memory,[41] and could not use DMA to do so.

One of the best examples of custom microcode on the Nintendo 64 was Factor 5′s N64 port of the Indiana Jones and the Infernal Machine PC game. The Factor 5 team aimed for the high resolution mode (640 × 480)[42] because of the crispness it added to the visuals. The machine was taxed to the limit running at 640 × 480, so they needed performance beyond the standard SGI microcode. The Z-buffer could not be used because it alone consumed the already-constrained texture fill-rate. To work around the 4 KB texture cache, the programmers came up with custom texture formats and tools to let the artists use the best possible textures. Each texture was analyzed and fitted to best texture format for performance and quality. They took advantage of the cartridge as a texture streaming source to squeeze as much detail as possible into each environment and work around RAM limitations. They wrote microcode for real-time lighting, since the SGI code was poor for this task and they wanted to have even more lighting than the PC version had used. Factor 5′s microcode allowed almost unlimited real-time lighting and significantly boosted the polygon count. In the end, the game was more feature-filled than the PC version, and unsurprisingly, was one of the most advanced games for Nintendo 64.[43]

Factor 5 again used custom microcode with games such as Star Wars: Rogue Squadron and Star Wars: Battle for Naboo. In Star Wars: Rogue Squadron, the team tweaked the microcode for a landscape engine to create the alien worlds. For Star Wars: Battle for Naboo, they used what they learned from Rogue Squadron and made the game run at 640 × 480, also implementing enhancements for particles and the landscape engine. Battle for Naboo had a long draw distance and large amounts of snow and rain, despite the high resolution.[44]
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Re: Nintendo-64-Topic

Postby Tatsujin » 24 Mar 2012 09:12

ich han 7/10. aber für nöd meh als ca. 30 min. beschäftigung mit dem grätli, nöd mal so schäbby.
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Re: Nintendo-64-Topic

Postby hanf » 24 Mar 2012 09:32

es hät halt eifach kei spiel mit retrogameplay debii...
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Re: Nintendo-64-Topic

Postby Tatsujin » 24 Mar 2012 09:34

ich glaub ebe gnau drum gfallts em zwirrli e so :idea:
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Re: Nintendo-64-Topic

Postby evo » 24 Mar 2012 10:08

i mag die konsole also au sehr
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Re: Nintendo-64-Topic

Postby hanf » 24 Mar 2012 10:09

mer mues aber scho au säge dass innovativi 3d spiel uf em n64 welte besser gsi sind als sust irgendwo. es zelda und mario 64 schlönd im prinzip di ganz psx konkurrenz im alleigang...
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Re: Nintendo-64-Topic

Postby Reinforced » 24 Mar 2012 10:41

Mario 64 isch eifach best Videogame Feeling ever gsi damals. Chamer nüme toppe.
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Re: Nintendo-64-Topic

Postby zwirrlibatz » 24 Mar 2012 11:06

Tatsujin wrote:für nöd meh als ca. 30 min. beschäftigung mit dem grätli

weisch eh no viel zverzelle drüber.
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Re: Nintendo-64-Topic

Postby m.o.terra kaesi » 24 Mar 2012 11:39

ech ha 3/10 gha, entspricht genau mim interessi devör.
16-Bit forever! :sabber:
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Re: Nintendo-64-Topic

Postby Zoran » 19 Apr 2012 12:28

ja chan mich no erinnerre woni extra uf Cham zum shadow und master g in Lade bin und de jap N64 mit em Mario kauft han wonis igstellt han und gamed han bini bezaubert gsi
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Re: Nintendo-64-Topic

Postby mr.raw » 20 Apr 2012 07:23

Zyschtig Obig hetts Retro Gamesession bi mir gäh...
u.a mit:
Mario Kart 64
Goldeneye
Perfekt Dark

Zum erschte mol hanni mit PD müeh kha...4 Spieler + 4 Bots.... shit, rugglet jo wie d Sau....isch mr nie uffgfalle....oder slieggt do dra, will ich 4 Bots gno ha... :( Nach 8 Matches hanni mi wieder könne dra gwöhne...aber shit...
...proximity Mines fähle halt scho extremschtens bi PD...drfür isch doppel Mauler numme no :sabber:
Mario Kart hett grockt wie immer.

Nach dr Session bini no a Goldeneye hänge bliebe und ha 6std lang zögglet :shock: Isch eifach geil gmacht!
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Re: Nintendo-64-Topic

Postby geosnow » 20 Apr 2012 07:36

emu oder original? oder wii?
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Re: Nintendo-64-Topic

Postby evo » 20 Apr 2012 07:45

m64 isch en wuderbari zauber konsole gsi mit huufe spass dinn.
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Re: Nintendo-64-Topic

Postby geosnow » 20 Apr 2012 07:47

ich mues mich glaubs mal tüüfer mit em n64 beschäftige. han bis jetzt nur neogenesis evangelium, sm64 und star soldier durre gspielt.
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Re: Nintendo-64-Topic

Postby geosnow » 20 Apr 2012 07:48

wiä sind d n64 ports uf em wii?
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