魔王撒旦
中国异度联盟盟主
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原帖由 Nemo_theCaptain 于 2025-10-18 00:26 发表 Team Ninja Freaks那本书里显示这次访谈时间是2002年11月13日 这是第二篇,第一篇是2002年10月7日 连载的杂志估计是Fami Xbox,而Team Ninja Freaks算合订本 访谈最后合订到忍龙1无印,DOAU有图但无访谈
原帖由 jk02 于 2025-10-18 02:31 发表 特意翻了翻96年末的FAMI通,每期都有大篇幅介绍街机格斗,但是毫无死或生或者板垣痕迹,说明街机版不成功至少是宣传的不够
原帖由 forwardland 于 2025-10-18 16:38 发表 笑死人了 我这个土星饭都看不下去了,土星那个光源都没有的3d画面 居然还自我感觉比ps版好。
原帖由 lelivre 于 2025-10-18 17:24 发表 posted by wap, platform: Android 谢谢lz分享,请问文章好像还没完,是吗?
原帖由 KainX 于 2025-10-18 02:03 发表 有一说一、土星版DOA其实并不能算是“把双SH2+SCU DSP榨出全部算力投入3D运算的游戏”,因为3D格斗游戏并不需要很复杂的场景几何运算、多边形都堆在角色身上了,而3D场景构建对土星才更具挑战性。 目前把土星双SH2+SCU DSP榨得最彻底的是XL2的《虚幻》DEMO,全3D场景+光源处理+多个敌人、帧数基本稳定
原帖由 BeastMa 于 2025-10-18 02:16 发表 posted by wap, platform: iPhone 说到doa,我又不得不再提一次了 doa初代是一个至今没有被完整移植过的游戏 无论是ss版PS版甚至Xbox的ultimate,都没能还原model2版本的场景效果。而此后,这个游戏再也没有被 ...
原帖由 KainX 于 2025-10-19 01:18 发表 我觉着吧、判断一部游戏机的机能极限就不应该用格斗游戏做主要衡量标准,尤其是SS/PS/N64那一代主机、3D格斗游戏基本都是两个多边形人物+2D背景。 全3D场景的多边形和贴图空间定位对算力的要求远高于堆砌出一两 ...
• Dead or Alive Launched in the 1997-10-09 finals of the 3rd wave of Japanese developments. In this title we can see a real milestone in the management and use of the SS. A game that comes from the Model 2A-CRX / 2B-CRX. Of a manifest superiority. Tecmo runs a sublime port. Where the models, textures, colors and animations are traced to the original, except the lighting and animated human shadows. And of course this 3D funds. These last ones replaced by several 2D planes of the VDP2 executed with intelligence and happening really unnoticed very well, excepting some stage like the monastery. The floor again is drawn with a rotated plane of the VDP2 with a quality equivalent to the recreational one. The final resolution and smoothness are the sign that shows in this game and in the conversion. It is the point that unites them both. Putting the maximum resolution that the SS can (VDP1 703×479, final VDP2 to 704×480) to 60FPS like a rock. As we have already discussed, arriving at this resolution in the VDP1 entails only being able to have 8BPP of color and losing the Color Functions like the Gouraud of the VDP1. The great work of textures in DOA makes it almost imperceptible that there is no dynamic lighting by source in the models. With regard to the use of processors we are facing the only game of these characteristics that takes advantage of all processors for 3D. Thus, we find a use of the double SH2 plus the SCU-DSP, the latter with a 100% use of memory and 45.5% of records. In sound DSP we find a 90% memory usage. Regarding the memory use of the system, it is 74%, with 65% of the VDP1 and 65% of the VDP2, of 87.5% of the main RAM. Finally, the port has an FMV intro, as was usual on the other hand, it uses DUCK compression (Video / audio) with an acceptable quality of resolution (304×176 20FPS) and sound (Stereo 22Khz) but at 15bit color with dithering in a VDP2 layer without zoom, wasting both the possibility of maximum color, 32bits, and scaling 100% of the screen to make the video as large as possible. The video as it is common in Namco is of a high bill. Already if we compare with the later version of PSX, the differences are wide. From the design direction, more modern in the case of PS1, as in the spectacularity of the game. Both are, but in a totally different way. Both exploit the machine, but with different objectives. In PS1, dynamic lighting is used, with human shadows and Gouraud shading. A resolution and super color 512×480 to 16bit with double interlaced at 60FPS. Without reaching the definition of SS, but with more beautiful graphics in another sense. It also loses geometry in the fighters and content in the scenarios, the latter being quite flatter, and the ground with clear perspective error, where in the SS it is perfect. In conclusion two large, but very different, versions.
原帖由 瓜瓜龙 于 2025-10-22 08:44 发表 posted by wap, platform: iPhone 分辨率不够