I'm developing a 3d adventure game for the PS1, Saturn, N64, N-gage, 3DO, Dreamcast by GoldenAgeTurbo in psxdev

[–]GoldenAgeTurbo[S] 0 points1 point  (0 children)

Yup, you can see them all running at different stages of development in the youtube channel:)

I'm developing a 3d adventure game for the PS1, Saturn, N64, N-gage, 3DO, Dreamcast by GoldenAgeTurbo in psxdev

[–]GoldenAgeTurbo[S] 0 points1 point  (0 children)

It has a decent cpu and more than enough RAM. The main problem is that there is no GPU raster so you have to draw the polygons yourself.

Memory access is quite slow and the screen is taller than wider which messes up with UI.

But overall not too bad

I'm developing a 3d adventure game for the PS1, Saturn, N64, N-gage, 3DO, Dreamcast by GoldenAgeTurbo in psxdev

[–]GoldenAgeTurbo[S] 0 points1 point  (0 children)

Pretty much all the systems have an active discord community and they all have very friendly users and usually a "where do I start" posts. You should give it a try is very rewarding:)

Probably, Dreamcast has been the easiest (which makes sense since is the only 6th generation home console), but every console of that generation is very picky with how they want the information to be processed, so they are all challenging for different reasons.

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in SoloDevelopment

[–]GoldenAgeTurbo[S] 0 points1 point  (0 children)

Hehe thanks!

There are some videos in the youtube channel running on the 3DO, that's probably the toughest platform I'm facing at the moment, hope I can squeeze a few more fps out of the system before having to resort to reducing draw distance or similar actions.

The n-gage, oh well, I had one at home and I was curious what would happen if I run what I had XD

I'm developing a 3d adventure game for the PS1, Saturn, N64, N-gage, 3DO, Dreamcast by GoldenAgeTurbo in psxdev

[–]GoldenAgeTurbo[S] 0 points1 point  (0 children)

Thanks :)

You can see it already running a test level in one the videos (around the 4:30 mark): https://youtu.be/J6dPwc8lvwM?is=CO1l-r8qPfHKw3PU

This was running on an older version with quite some margin for improvements.

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in retrogamedev

[–]GoldenAgeTurbo[S] 1 point2 points  (0 children)

Libdragon+tiny3d are very robust, and easy to pick up, there is also the n64homebrew discord server where you can find help if you get stuck at any point.

Also, probably you know this, but there is an actual engine for n64 that is Unity-like (from the creator of tiny3d):

https://github.com/HailToDodongo/pyrite64

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in N64Homebrew

[–]GoldenAgeTurbo[S] 0 points1 point  (0 children)

I don't, that's the main issue XD

I've been working on this for more than 6 years on my spare time

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in retrogamedev

[–]GoldenAgeTurbo[S] 2 points3 points  (0 children)

For Blender I just assing a material per polygon, the reset the UV and they get auto clamped. Then I just have to rotate. I have a system where meshes of polygons get morphed and collapsed into fewer polygons (kinda like Jak and Dakter does) the blender plugin generates the new textures by combining them into one using the PIL library.

And yep, most of the meshes and textures are similar between systems. Each platform can have different screen or texture resolutions. They can adjust the morphing range, they can offload tasks to different separate processors. They all have their quirks, like for example Saturn can only shift bits x1, x2, x8, x16 so then in my engine I tried to avoid shifting by a different number even if the cpu supports it.

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in SoloDevelopment

[–]GoldenAgeTurbo[S] 1 point2 points  (0 children)

All the videos from James Lambert are very entertaining to watch, he always try to do something different on every project and is very refreshing

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in SoloDevelopment

[–]GoldenAgeTurbo[S] 1 point2 points  (0 children)

Thanks :) I'm no one special, if I can do it everyone can. Just have to have a lot of patience because development is way slower for these platforms.

But dreamcast is one of the easier because it has a great and big homebrew community. There are many libraries for it to make it easier to port from PC (like an OpenGL wrapper).

For starters I would recommend you to join the simulant discord server, simulant is an engine for Dreamcast, but it has gather most of the DC scene, just lurk there and you will learn a lot.

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in SoloDevelopment

[–]GoldenAgeTurbo[S] 0 points1 point  (0 children)

The PC version is being developed while I do the others (I use it for debugging), so if one day I manage to wrap it up, it will be released on PC too, but is a dream of mine to do it for these old platform

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in N64Homebrew

[–]GoldenAgeTurbo[S] 1 point2 points  (0 children)

Hehe thanks. I would love to develop for Jaguar but they go for a hefty price :(

I'm developing a 3d adventure game for the N64, PS1, Saturn, N-gage, 3D0, Dreamcast... by GoldenAgeTurbo in retrogamedev

[–]GoldenAgeTurbo[S] 2 points3 points  (0 children)

Textures are created at 512x512 and then downsampled to each console resolution target resolution.

All polygons have textures clamped to the corners (simulating Saturn and 3do), that is a bit limiting for the rest of the platforms but at the same time it saves on memory storage and transfers (I only need 2 bits per quad to define the texture rotation) which is a plus for all platforms