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#1 (permalink) |
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InnarX
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2002
Location: Borderline InSAnE
Posts: 2,667
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PS1 Quality Games on GBA!!!
I was just browsing through the usual sites I do, and I stumbled onto this.....read it, and be shocked!
http://www.that site is not allowed .shtml ready2rumbelX
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Last edited by Prafull; March 22nd, 2003 at 03:11. |
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#2 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Aug 2001
Location: The land of Insanity
Posts: 571
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One question: HOW!? I don't disbelieve it, I just wannna know how their squeezing 3D out of the GBA. I wonder what sort of games can be made to utilize the 3D engines discussed in that article. I'm also a little iffy on weather or not it would be worthwhile, simply because the games for the GBA are released on cartridge technology. Square had CD-ROMs and their psx titles were 4 discs in some cases.
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#3 (permalink) |
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Administrator, PCSX2 tester
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2001
Location: India
Posts: 637
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I have to remove that link.Here is what it contained:
Description Two new engines developed for the GBA are about to revolutionize the quality of titles for the popular handheld games console. The upcoming titles will bring real 3D gaming to GBA. Bobbee Tec's DRG 3D and Graphic State's AGB Rush technology are changing the way titles are being developed. Bobbee Tec have announced that the latest version of their DRG 3D Engine for Gameboy Advance is now available for licensing to third-party developers and publishers. What their technology offers is the ability to take PC-based games designed for the Quake or Quake 2 engines and actually run them on the GameBoy Advance. This, of course adds a new dimension to the possibilities for GBA games, which could add a large list of titles to the little console's arsenal. According to Bobbe Tec creation of content for GBA using their engine is carried out in 2 steps: 1. Use the many freely-available PC-based tools for Quake or Quake 2 development (just like a PC game), and 2. Convert your data for testing on GBA hardware (yes, you can also do most of your testing on the PC!). Such a painless process will also give developers the freedom to focus on detail and polish, without sacrificing one area of development for another. Graphic State Despite the impressive DRG 3D results other efforts are also promising to greatly improve the GBA gaming experience. Having just completed work on Crazy Taxi : Catch a Ride for THQ, Graphic State has unveiled details of its latest Game Boy Advance technology. Crazy Taxi is the first release to make use of the unique AGB Rush engine, which features detailed 3D environments, realistic physics and dozens of on-screen sprites. Handheld game players can now experience 3D gameplay similar to games previously seen on the original PlayStation. We can now create games for the Game Boy Advance that are a generation ahead of current titles, we are confident that we have developed the best 3D routines for GBA - and unlike many other developers our technology has already been proven in a commercial release, says Richard Whittall, Creative Director of Graphic State. The new games we are developing take the GBA to new levels, which is essential in the very competitive GBA marketplace. Our AGB Rush technology includes many advanced features such as full texture mapping on all surfaces, lighting effects, depth shading, animated textures, fluid sprite animations, weather effects.
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#6 (permalink) | |
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Administrator, PCSX2 tester
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2001
Location: India
Posts: 637
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Quote:
i have no clue whether its hoax or true.
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E6750, Abit ip35E, XFX 8600GT 256 MB DDR3, Transcend 2GB DDR2 800 RAM |
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#7 (permalink) | |
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Back from the dead
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2002
Location: Seymour, TN
Posts: 3,735
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Quote:
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#8 (permalink) |
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Locked and Loaded
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2002
Location: I AM CANADIAN!
Posts: 12,025
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Were there any screenshots? If so can someone post em? I would like to see em.
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#9 (permalink) | |
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The seeker of perfection
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Suing somebody
Posts: 2,940
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Quote:
I recently read in Club Nintendo that project was being made. Since its the official magazine here i think it should be relatively true. |
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#10 (permalink) |
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I code therefore I am.
![]() ![]() ![]() Join Date: Jul 2001
Location: I live therefore it's enough.
Posts: 412
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1) Yes it's real
2) GBA ROMs are currently limited to 256Mbit which is also relatively expensive. Nintendo uses factory programed OTP EPROM from OKI semiconductor to store the GBA games on. My estimate is it's possible to get larger game sizes possibly beyond the N64's 512Mbit barrier. From what I know, of the processor it should be able to handle a 32Mbyte segment of memory directly with 3 wait states programed for accessing this same cartridge memory 'map' at 3 address rangers. It allows 64K static RAM which could be used for something other than static ram (see bank switching). Anyhow that about sums that up. So with some 'clever' design > 256 Mbit games can be made. 3) This information has been out since nearly the begining of the year, it is cool though. 4) I hope they port FF7 to the GBA, it's actual physical data though is close to 200Megabytes that includes the games magic background images and animation battle scenes game script enemy models and menus. I suppose one doesn't need 512x512 scrolling backgrounds on the GBA though. No movie data is included. Believe it or not 90% of the space are the FMV's in the game. Also most the game data is already compressed (using LZS compression). One can reduce the FMV's to much smaller I suspect (320x240 15fps) using DivX portable grade compression without a great loss in quality. 10:1 perhaps gain in space. And maybe gain a bit here and there for background data (perhaps using JPEG compression?). It would likely weigh in at 2048Mbit not exactly small
Last edited by Cyberman; April 4th, 2003 at 15:51. |
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#12 (permalink) | |
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AKA snkmad
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Brazil, Fortaleza-Ceará
Posts: 2,839
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Quote:
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#13 (permalink) | |
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I code therefore I am.
![]() ![]() ![]() Join Date: Jul 2001
Location: I live therefore it's enough.
Posts: 412
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Quote:
Now cost wise.. this would put FF7 to about oh.. $150 on the GBA? More seriously since the GBA only has 32768 colors and a 240x160 screen FMV's can be 'subdued' substantially without too much loss. The GBA supports both ARM and ARM thumb instruction sets. So a tightly programed loop for the data could be handled internally. Donno need to RIP em to AVI's and play ![]() Still need a HUGE amount of memory to story the data in though. even a 256kbps mode that's 32K/S some of the FMV's are over a minute. The opening sequence is 15fps and 2:07 in length for example.. just for the opening sequence that's a wonderful 4Megs. I think though it's fun to think about for now ![]() Cyb |
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#14 (permalink) |
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邪魔ゎ指せない
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2002
Location: Gosport, England
Posts: 26,255
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>More seriously since the GBA only has 32768 colors
I was under the impression that the image was 32-bit, giving you 2^32 colours
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#16 (permalink) |
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邪魔ゎ指せない
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2002
Location: Gosport, England
Posts: 26,255
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>I'm not sure about the GBA, but usually 32-bit colour is really only 24-bit colour plus an 8-bit alpha channel, so really 32-bit colour has only(!) 2^24=16,777,216 colours for each pixel.
That's would be for 3d normally
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![]() >Site Live< Pop over to my site for help with setting up PSX emulators. Help for the Final Fantasies and other RPGs avalaible Celes: (Desktop) Athlon 64 X2 4200+, 2Gb 400MHz DDR Ram, MSI K8N Platinum, GeForce 8800 GTS 320Mb, 500Gb RAID HDD, Vista Business Erika: (MCPC) Athlon XP 2400+, 1Gb 400MHz DDR Ram, geForce 6800 256Mb, 80Gb Hdd, XP 2005 MCE Kimiko: (Desktop 2) Athlon 64 3000+, 512Mb 400MHz DDR Ram, Asus K8V, geForce 6800 128Mb |
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#17 (permalink) |
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I code therefore I am.
![]() ![]() ![]() Join Date: Jul 2001
Location: I live therefore it's enough.
Posts: 412
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It's 32768 colors
Let me point you to a nice spec on the GBA: GBA Tek Doc also try this to be doubly certain: Mappy Tek Doc Anyhow.. back to what I was blabering about (grin). Because it's color resolution is less than the 24 bits typical of FMV's etc (IE it's color rendition is lesser) I don't see compressing the data to be too much of an issue. 320x224 x24 bit @15fps to 240x160x15 bit @8fps and 160x128 is more likely the resolution so it's more than adequate. The need for space though for all this, would be the biggest challenge. Still it's doable by splitting the ROM space into 4 sections and using part of SRAM space for switching ROM segments. Example.. base section fixed at 64M (8M program space) and the upper 3 segements are memory maped. each map is say 8 bits? that makes 256 * 8 or 2Gigabyte of memory mapable data. In other words, not a big deal. As for cost of doing something like that, ehhh.. not cheap. Need extra hardware and of course more chips for ROM space. Say each ROM costs $5 each.. and thus the user $15 for each ROM and the cost of the title(costs are pretty high from manufacture to consumer). Let's say 8 256Mbit chips used (256Mbytes of memory) that's $120 for just ROM alone plus maybe $40 for the normal overhead. Comes out to $160 or more (yikes). Rom media is expensive. Cyb |
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#20 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Aug 2001
Location: The land of Insanity
Posts: 571
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I dunno, aside from Berret and his friend I always thought of the characters as between 17-20
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